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Everlit
Fires, torches, hot tubs, ovens and the eitr refinery players build never run out of fuel. Optional: furnaces, frost stations, shield generators. Server only.
| Date uploaded | a day ago |
| Version | 1.1.0 |
| Download link | cocopuff2u-Everlit-1.1.0.zip |
| Downloads | 12 |
| Dependency string | cocopuff2u-Everlit-1.1.0 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2350README
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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. Hot tubs, stone ovens and the eitr refinery keep going without fuel too, and more can be switched on: furnaces, the Deep North's frost stations and shield generators.
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. |
| Hot tubs, ovens and the eitr refinery too | Hot tubs stay hot, stone ovens keep cooking and the eitr refinery refines, without anyone feeding them wood or sap. Each has its own switch. |
| Furnaces and frost stations, 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. FrostKiln and FrostFoundry do the same for the Deep North's frost stations. |
| 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. |
| More if you want it | All off by default: only inside players' wards, shield generators that never run down, fires that don't choke on smoke indoors, and fires players can turn off. |
| 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. (WardedOnly adds one more walk when it's switched on, to find the wards.) |
Install
You need a Valheim dedicated server with BepInEx on it (BepInExPack for Valheim). Most server hosts have a one-click option for BepInEx.
-
Download
Everlit-<version>.zipfrom Releases. -
Unzip it. Inside is a
plugins/Everlitfolder. -
Copy the
Everlitfolder into your server'sBepInEx/pluginsfolder, so you end up with:<server>/BepInEx/plugins/Everlit/Everlit.dll -
Start the server. In the server log you should see:
Everlit 1.1.0 loadedand, 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 switches Everlit turns on are saved with each fire, hot tub, oven and station,
so they stay even without the mod. To go back to normal, set Enabled = false, wait
for the log line saying they 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. | |
WardedOnly |
false |
Only fires and stations inside a player's ward that's switched on. The rest stay normal. Building, switching or tearing down a ward changes the fires around it a few seconds later. | |
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. | |
HotTubs |
true |
hot tubs burn wood | Hot tubs stay hot without wood. Wood already in one stays there; no more can be added while it's on. |
Ovens |
true |
ovens burn wood | Stone ovens never run out of wood. An empty one is given just under one piece, so it can cook; tearing it down drops none. |
EitrRefinery |
true |
the refinery burns sap | The eitr refinery refines without sap. Sap already in one stays there; no more can be added while it's on. |
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. |
FrostKiln |
false |
the kiln turns ice into frozen fuel | The frost kiln runs without ice. It takes nothing else in, so it makes frozen fuel out of nothing: a piece every 30 seconds, dropped on the ground, while a player is near it. |
FrostFoundry |
false |
the foundry burns frozen fuel | The frost foundry never runs out of frozen fuel. An empty one is given just under one piece; tearing it down drops none. |
ShieldGenerators |
false |
a hit uses up fuel | Shield generators use up no fuel when their shield is hit, so it never breaks. It still needs fuel put in once to come on, and its size still goes by how much is in it. |
NoSmokeChoke |
false |
fires go out when smoke can't get away | Lit fires don't go out under a roof with nowhere for the smoke to go. The smoke still fills the room and still hurts. |
PlayersCanTurnOff |
false |
Players can turn lit fires off and on by using them. The game's own rule for such fires: rain or water turns one off, and it stays off until someone lights it again. Switching this off lights any fire left turned off. | |
ExcludeFires |
(empty) | Fire types to leave alone, by prefab name, comma separated, e.g. piece_walltorch, bonfire (hot tub: piece_bathtub, oven: piece_oven, eitr refinery: eitrrefinery, furnaces: smelter, blastfurnace, frost kiln: piece_FrostKiln, frost foundry: piece_FrostFoundry, shield generator: piece_shieldgenerator). 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 (unless
NoSmokeChokeis on). Those don't use fuel. - Smoke itself can't be switched off from the server: it's made only in each player's own game.
- Adding fuel. A lit fire won't take wood or resin any more, the same as the traders' fire pits.
- Hot tubs, ovens and stations use the same kind of switch as the fires, saved
on each one. The hover text still shows the fuel in them (a hot tub reads
Wood 0/0, a switched smelterCoal 0/0). - No free fuel. Nothing is topped up with fuel a player could get back: tearing one down gives back only what players put in.
- The charcoal kiln, spinning wheel and windmills need no fuel anyway. Smelters
and blast furnaces are only touched with
Furnaceson, the frost kiln and frost foundry only with their own switches on. - The shield generator is only touched with
ShieldGeneratorson: without using up fuel, its shield never breaks.
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. |
With WardedOnly, a fire in my base still burns fuel |
Its ward has to be switched on, and the fire within the ward's circle. The log line WardedOnly: n wards found, n switched on shows what Everlit sees. |
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 indist/. - Self-test: build with
dotnet build src/Everlit.csproj -c Release -p:SelfTest=true, put that DLL on a test server, create an empty fileBepInEx/config/everlit.selftestand 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, logsEverlit TEST PASSorFAILfor 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
NoSmokeChokeandPlayersCanTurnOffdo (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). FrostKilnandFrostFoundry(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) andPlayersCanTurnOff(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
ExcludeFiresfor single types. - New fires are switched as they're built; one walk of the world after it loads, no sweeping after that.
Enabled = falseputs every fire back to normal.- Settings take effect when the file is saved, no restart.
- Server only: players need nothing.