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cocopuff2u-Everlit-1.0.0 icon

Everlit

Fires and torches players build never run out of fuel. The world's own fire pits stay as they are. Server only.

Date uploaded 2 weeks ago
Version 1.0.0
Download link cocopuff2u-Everlit-1.0.0.zip
Downloads 281
Dependency string cocopuff2u-Everlit-1.0.0

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

Everlit

Everlit

Fires and torches your players build never run out of fuel.

Torches, campfires, hearths, braziers and candles in Valheim burn fuel, and sooner or later somebody has to walk around the base with a stack of resin. Install Everlit on your dedicated server and every fire a player builds stays lit for good. The fire pits that come with the world, at abandoned camps and villages, stay as they are.

Your players don't install anything. It runs only on the server.


What you get

Fires that stay lit Every fire a player built burns forever, without using fuel. Nobody has to refill a torch again.
Only player-built fires The world's own fire pits, at abandoned camps and villages, stay dark the way the game made them. Switch PlayerBuiltOnly off if you want those lit too.
Pick which fires Switches for campfires, bonfires, hearths, torches, braziers and candles, and a list for single fire types to leave alone.
Furnaces, if you want Off by default. Switch Furnaces on and smelters and blast furnaces smelt without coal, using the game's own "needs no fuel" setting that the spinning wheel and windmill run on.
New fires too A fire is switched over as soon as it's built.
The game's own feature Valheim already has fires that never run out (the traders' fire pits). Everlit switches that same feature on for your players' fires, using a per-object setting every player's game applies by itself. Nothing is faked, and no fuel is added over and over.
Easy to undo Turn Enabled off and every fire Everlit lit goes back to burning fuel.
Light on your server One walk of the world a minute after it loads, spread out so no frame does more than a millisecond or two of work. After that Everlit only reacts to fires as players build them; it doesn't sweep the world again.

Install

You need a Valheim dedicated server with BepInEx on it (BepInExPack for Valheim). Most server hosts have a one-click option for BepInEx.

  1. Download Everlit-<version>.zip from Releases.

  2. Unzip it. Inside is a plugins/Everlit folder.

  3. Copy the Everlit folder into your server's BepInEx/plugins folder, so you end up with:

    <server>/BepInEx/plugins/Everlit/Everlit.dll
    
  4. Start the server. In the server log you should see:

    Everlit 1.0.0 loaded
    

    and, a minute after the world loads:

    Everlit: 86 fires kept lit (11 campfire, 1 bonfire, 8 hearth, 62 torch, 4 brazier); 86 newly lit, ...
    

Removing it

The switch Everlit turns on is saved with each fire, so it stays even without the mod. To go back to normal fires, set Enabled = false, wait for the log line saying the fires were put back (a few seconds), and only then remove the mod.


Settings

Settings live in BepInEx/config/com.cocopuff2u.everlit.cfg. The file appears after the first start. Edit it any time: Everlit picks up the change a second after you save, and says Settings reloaded in the log.

Setting Everlit default Vanilla game What it does
Enabled true fires burn fuel Keep fires lit. Off puts every fire Everlit lit back to normal.
PlayerBuiltOnly true Only fires a player built. Off: the world's own fire pits too, which then light up and stay lit.
Campfires true Campfires and the iron fire pit.
Bonfires true Bonfires.
Hearths true Hearths.
Torches true Standing and wall torches, jack-o-turnips and lanterns.
Braziers true Standing and hanging braziers.
Candles true Resin candles.
OtherFires true Any other fire that burns fuel, including ones added by other mods.
Furnaces false furnaces burn coal Smelters and blast furnaces (and modded furnaces that burn coal) smelt without coal. Coal already in one stays there; no more can be added while it's on.
ExcludeFires (empty) Fire types to leave alone, by prefab name, comma separated, e.g. piece_walltorch, bonfire (furnaces: smelter, blastfurnace). Wins over the switches.
LogEachFire false A log line for every fire lit or put back: what it is and where.

A blank means the game has nothing like it.


Good to know

  • A fire someone is standing next to switches over the next time it loads for them, after they walk away and come back or log in again. Until then Everlit gives it a full load of fuel, so it can't go out in the meantime. The log counts these as "still used fuel in a player's game" until they've switched.
  • Fires still go out the way the game puts them out: under water, or choked by their own smoke under a roof with nowhere for it to go. Those don't use fuel.
  • Adding fuel. A lit fire won't take wood or resin any more, the same as the traders' fire pits.
  • Smelters, kilns, furnaces and hot tubs aren't fires to the game and aren't touched.

Troubleshooting

Problem Fix
Nothing in the log about Everlit BepInEx isn't running. Check that BepInEx/LogOutput.log exists and the server starts through BepInEx.
A torch near me still burns down It switches the next time it loads for you: walk out of the area and back, or log out and in.
An old fire pit at a camp didn't light That's on purpose: only fires players built. Set PlayerBuiltOnly = false to light those too.

Still stuck? Open an issue and attach BepInEx/LogOutput.log.


More

  • CHANGELOG.md: what changed in each version.
  • Building from source: ./build.sh --managed <server>/valheim_server_Data/Managed (needs the .NET SDK 8+). The zip lands in dist/.
  • Self-test: build with dotnet build src/Everlit.csproj -c Release -p:SelfTest=true, put that DLL on a test server, create an empty file BepInEx/config/everlit.selftest and start the server. It builds fires out at sea and near the middle of the world, has the server's own game load them to watch them burn (or not) over three days of world time, tries every setting, logs Everlit TEST PASS or FAIL for each, then removes what it made. The normal build has none of this in it.

Credits

Everlit is made by Cody Keats, who also makes Munin Map, Regrove and Unmarked.

Licence

MIT. See LICENSE.

CHANGELOG

Changelog

1.1.1

  • README and setting descriptions corrected: hover text on switched hot tubs and stations, what NoSmokeChoke and PlayersCanTurnOff do (rain or strong wind turns such a fire off; there's no on-screen prompt), and how much the frost kiln makes. No change in what the mod does.

1.1.0

  • Hot tubs stay hot without wood (HotTubs, on). Asked for in #1.
  • Stone ovens never run out of wood (Ovens, on).
  • The eitr refinery refines without sap (EitrRefinery, on).
  • FrostKiln and FrostFoundry (both off): the frost kiln runs without ice (so it makes frozen fuel out of nothing) and the frost foundry never runs out of frozen fuel.
  • Off by default: WardedOnly (only inside players' wards that are switched on), ShieldGenerators (a hit uses up no fuel, so the shield never breaks), NoSmokeChoke (lit fires don't go out when smoke can't get away) and PlayersCanTurnOff (players can turn lit fires off and on).
  • Settings changed while a round is running now get a round of their own afterwards.
  • None of them is handed fuel a player could get back: what's in one stays, and tearing it down gives back only that. (FrostKiln, when on, makes frozen fuel out of nothing.)

1.0.0

First release.

  • Fires players build never run out of fuel: campfires, bonfires, hearths, torches, braziers and candles.
  • Uses the game's own infinite-fuel switch, set per fire, which every player's game applies by itself.
  • The world's own fire pits are left alone (PlayerBuiltOnly).
  • Furnaces (off by default): smelters and blast furnaces smelt without coal.
  • Switches per fire type, and ExcludeFires for single types.
  • New fires are switched as they're built; one walk of the world after it loads, no sweeping after that.
  • Enabled = false puts every fire back to normal.
  • Settings take effect when the file is saved, no restart.
  • Server only: players need nothing.