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LightMyFire Coal Resin
LightMyFire - Coal&Resin: dedicated Coal and Resin barrels that automatically top up nearby compatible lights.
By Terramizer
CHANGELOG
Changelog
0.5.0
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Published under the new Thunderstore package identity LightMyFire_Coal_Resin while keeping the in-game plugin identity LightMyFire unchanged.
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First publish-ready public release.
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Coal Barrel accepts only vanilla Coal; Resin Barrel accepts only vanilla Resin.
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Automatically tops up compatible Coal/Resin
Fireplacelights within the configured range. -
Default refill scan interval is 5 minutes and default feeding radius is 50 metres.
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Multiplayer refill requests are owner-authoritative so lights are not skipped when barrel/light ownership is split across peers.
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Uses Jotunn's native prefab-cloning path for normal Valheim interaction, durability, networking and placement behaviour.
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Corrected COAL/RESIN plaque orientation and retained the visual-only forged lid/plaque decoration.
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Includes the thin white dotted range circumference while placing a barrel and while its inventory is open.
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Build pipeline generates a Thunderstore upload ZIP with metadata at ZIP root and normalized forward-slash ZIP paths.
0.2.11
- Corrected the mirrored COAL/RESIN plaque orientation.
0.2.10
- Improved dotted range-ring visibility and placement-ghost detection.
- Ring height is sampled around the circumference so uneven terrain does not bury the marker.
0.2.9
- Replaced the large workbench-style area effect with a thin white dotted circumference at the exact feeding range.
- The ring appears while positioning a barrel and while that barrel inventory is open, and remains hidden otherwise.
0.2.8
- Added the first visual feeding-range indicator tied to the synchronized feeding range.
0.2.7
- All-sources refill fix: refill scans no longer trust a non-owner peer's local copy of a barrel inventory. Matching in-range barrels are requested directly and the barrel owner authoritatively decides how much fuel is available. This fixes dedicated-server/multiplayer ownership splits where some lights were skipped despite fuel remaining.
- Broader prefab hierarchy support: Fireplace components may now resolve their ZNetView from the same object, a parent, or a child; grant application can also find Fireplace components below the network prefab root. This prevents otherwise compatible light prefab layouts from being silently skipped.
- Keeps the 0.2.6 native barrel prefab, strict Coal-only/Resin-only inventories, normal interaction/durability/build costs, and existing transaction safety.
0.2.6
- Fixes the current Valheim 0.221.x prefab integration bug that caused
Container.Awake,WearNTear.Awake, hover, interaction and durability NullReferenceException spam. - Creates each barrel with Jotunn's vanilla-prefab copy path instead of a raw Unity clone, preserving the native barrel's runtime/soft-reference dependencies.
- Validates Piece, ZNetView, Container, WearNTear and the native collider hierarchy before registering either custom piece.
- Re-fits the visual-only lid and plaque from the native barrel's physical collider bounds; imported decoration colliders are removed.
- Keeps the explicit Hammer recipe of 100 Wood, 40 Iron and 40 Tar and the 8x4 inventory.
- Keeps strict per-barrel fuel inventories: Coal accepts only Coal; Resin accepts only Resin, with the broad current-API insertion filter and owner-side fallback sanitation.
- Uses patch-level network version strictness for this compatibility build so a 0.2.6 client cannot silently run against a 0.2.5 server copy.
- Refreshes the custom lid/plaque source textures toward darker, rougher, less glossy Valheim-like wood and iron.
0.2.5
- Enforced strict per-barrel fuel inventories across current Inventory insertion/check paths.
- Added owner-side sanitation for wrong items inserted by another mod or an unpatched path.
0.2.4
- Rebuilt barrel decoration proportions around the actual Valheim barrel bounds.
- Smaller fitted forged lid and compact front plaque.
- Fixed mirrored label UV orientation.
- Reworked wood and iron PBR maps with grain, knots, cracks, pitting, scratches, oxidation and much lower smoothness.
- Preview proxy is now a bulged barrel silhouette; runtime still uses Valheim's native barrel body.
0.2.2
- Replaced procedurally generated barrel accessories with authored OBJ asset files.
- Added 1024x1024 PBR texture sets for hammered forged iron and carved wood plaques.
- COAL and RESIN labels are baked/carved into separate wood textures.
- Runtime still preserves Valheim's native barrel body mesh/materials.
- Added one-command build-and-install test script.
0.2.1
- Refill initialization fix: barrels no longer rely on a one-shot
Awake()race withZNetView. Runtime setup now retries until the ZDO/network view and inventory are ready, and an empty active-barrel registry can recover loaded barrel instances automatically. - Broader light compatibility: Coal/Resin support is now determined by the actual
Fireplacefuel item and capacity;m_canRefillno longer excludes otherwise compatible lights. - Diagnostics: optional
Diagnostics > LogDiagnosticsreports barrel runtime readiness and refill-scan counts so a failed scan is no longer silent. - Visual upgrade: the Unity builder now generates procedural albedo + normal maps for dark oak, amber oak, black iron, bronze, coal and resin instead of flat-colour materials.
- Added
rebuild-all.ps1to rebuild the AssetBundle, DLL and Thunderstore package in one command.
0.2.0
- Item restriction: Coal Barrel now accepts only vanilla Coal and Resin Barrel only vanilla Resin, enforced on drag/drop, shift-click, and quick-transfer, with an owner-side sweep that safely ejects (never deletes) anything that gets in another way.
- Top-up instead of empty-only refill: lights are topped up to their own maximum fuel every scan; a light no longer has to reach zero first, and full lights consume nothing.
- Generic Fireplace support: any loaded
Fireplace-based light burning vanilla Coal or Resin is serviced automatically, vanilla or modded, with no hardcoded prefab list. - Nearest-first, multi-barrel fallthrough: if the nearest matching barrel can't fully cover a light's missing fuel, the scan continues to the next-nearest matching barrel.
- Transaction-safe multiplayer: fuel is only ever added or removed by an object's own ZNetView owner. Cross-peer fuel moves use a transaction-ID'd request/grant/acknowledge/refund RPC exchange with a bounded timeout and automatic refund, so ownership changes, disconnects, or destroyed objects can't duplicate or silently lose Coal/Resin.
- Server-controlled config: Enabled, feeding range, and refill interval are synced from the server/host to every client via Jotunn; clients can no longer run with different gameplay values than the server.
- Existing barrel prefab names, save data, and piece recipes are unchanged, so barrels placed under 0.1.0 continue to work after updating.
0.1.0
- Adds custom Unity-built coal and resin barrel models under Hammer > Misc, fitted to the vanilla barrel footprint and each with the same 32-slot capacity as a black metal chest.
- Shows or hides the modeled coal and resin contents automatically based on each barrel's synchronized inventory.
- Each barrel costs 100 Wood, 40 Iron, and 40 Tar.
- Efficiently refills matching empty coal- or resin-burning lights within 50 metres using one configurable timed scan every 15 minutes by default.
- Coordinates overlapping barrels so each light uses one matching barrel and scan-time fuel reservations distribute work safely.
- Supports native light capacities, persistent fuel storage, and multiplayer ownership.
- Compatible with Terramizer, TerramizerServer, EquipmentSheet, and InventoryLink 0.2.6 or newer.