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6 - FAQ / Troubleshooting
Updated 2 weeks agoFAQ / Troubleshooting
Do I need to update the mod every time Valheim updates?
Often, yes, though not for every tiny patch. This mod hooks into the game's own internal code (private methods and fields, not a stable public modding API) to implement its automations. If a game update renames or restructures one of those internals, the specific feature that relies on it can stop working until the mod is updated — usually without crashing the game or the rest of the mod, since each automation is isolated. Before assuming everything still works after a big game update, open the game, test the main features, and check the BepInEx console for errors. Also note that BepInEx and Jotunn (this mod's dependencies) usually need to catch up to a game update first — if either of those isn't compatible yet, the mod won't load at all.
Does this work in multiplayer / on dedicated servers?
Yes, but install it on the client, not the server. Every feature runs client-side and is gated on there being a local player — a headless dedicated server never has one, so installing the mod only on the server enables nothing at all, even with players connected. Each player who wants the automation installs it on their own client; the server doesn't need it. (It's harmless to also leave it on the server if it's already there — it just won't do anything on its own.)
Once installed on the right side, every automation respects ward/permission rules exactly like opening a chest manually would, and claims ownership of a chest's ZDO before writing to it if another player currently owns it — the same mechanism the game itself uses.
If the server also has this mod installed, its configuration wins: the server's settings are pushed to every client on connect, so everyone plays with the same radii and automations. Hotkeys are never synced. If the server doesn't have the mod, nothing is synced and your own settings apply as usual.
Why are my settings locked (or ignored) on a server?
Because the server has this mod installed and sets them for everyone. Its values are pushed to you on connect and the entries are locked in the Configuration Manager unless you're a server admin. Your config file is never written to, and your own values come back when you disconnect. Hotkeys stay yours either way. Server admins can retune these live from in-game: an admin's edits go back to the server and out to everyone else.
Why isn't a specific chest being used by the automation?
Check, in order: is it within the configured radius? Is it currently open by another player? Do you have access to it (public/private/group permission)? Is it inside a ward you don't have access to, or outside a ward that would otherwise grant you access? Any one of these will make the mod skip that chest.
Who gets the Cooking skill XP from auto-collected food?
Whoever owns the cooking station (usually whoever built it, or was first to interact with it) — in multiplayer, not necessarily whoever is nearby or supplied the raw ingredient. See the Stations page for more detail.
Can I turn off just one automation and keep the rest?
Yes — every station behavior (refuel/collect, per station type) has its own on/off toggle in the Configuration Manager, and the animal feeder has its own toggle too. Quick-stack, restock, and crafting-from-chests aren't individually toggleable since they only ever run when you actively press a hotkey or interact with a crafting station.
Does the animal feeder only feed animals I've already tamed?
No — see the Animal Feeding page. It also feeds wild, untamed animals (and any tameable creature not currently alerted/fighting) as long as compatible food is in a nearby chest. There's no toggle to restrict it to tamed animals only.
Does repair-all cost anything extra?
No — repairing has no resource cost in vanilla Valheim, and repair-all doesn't change that. It just repairs everything the station can repair in one click instead of requiring repeated clicks.