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Automatics
Automatics is a mod that automates the tedious tasks of life in Valheim. Most of its features exist in existing mods, but it has been re-designed to make it easier for me to use.
| Date uploaded | 5 days ago |
| Version | 1.8.0 |
| Download link | eideehi-Automatics-1.8.0.zip |
| Downloads | 153 |
| Dependency string | eideehi-Automatics-1.8.0 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured and includes unstripped Unity DLLs.
Preferred version: 5.4.2200README
Automatics - Valheim Mod
Automatics is a mod that automates the tedious tasks of life in Valheim. Most of its features exist in existing mods, but it has been re-designed to make it easier for me to use.
IMPORTANT:
- This mod has been developed by an individual and is not associated with the game's developer in any way. Please refrain from asking the developer any questions regarding this mod.
- This mod has been developed with the sole intention of single-player usage. Please be aware that it is not supported for server operation, and we kindly request your understanding in this matter.
Features
TIP: On a new install every feature below starts turned off. Turn on the ones you want with the "Module" option in each section of the configuration. Automatic Door, Automatic Pickup, Automatic Processing, Automatic Mapping, Automatic Mining, Automatic Feeding, Automatic Farming, Automatic Repair, Automatic Storage and Automatic Supply can all switch without restarting the game. Turning one off stops new actions immediately and lets work already in progress finish; the switch completes over the next few frames. The settings inside each feature keep their usual defaults, and an existing configuration keeps each feature on or off as it was.
For released feature documentation, see docs/user-guide.md.
Automatic door
Automatically opens and closes allowed doors near the player. The open and close intervals, detection distances, allowed doors, optional enable/disable shortcut, and toggle message position can be changed from the configuration.
Automatic mapping
Bind Pin Looked-at Object Key to save a pin for the object or ground you look at, up to Object Pin Range (100 meters by default). A location’s structure, the ground within its loaded area (also when looking through water or tar) and a dungeon’s interior get one location pin with its recognized name and icon. World-generated pieces inside a loaded location’s area also pin the location, even when detached from its hierarchy. Overlapping areas use the nearest containing location; when that location is not recognized, the usual object or ground pin applies. Player-built pieces, creatures, trees, deposits, loose items and other objects such as rune stones keep their own pins. An object that already has an automatic pin, other than a creature or vehicle, gets that pin saved instead, and a flora patch, with or without an automatic pin, gets one pin for the whole patch.
Automatically pins nearby dynamic objects, static objects, and locations to the map, including animals, monsters, flora, minerals, vehicles, portals, dungeons, spots, and other configured objects. You can configure search ranges, allowed targets, static pin saving, destroyed-object pin cleanup, and user-defined objects. The map navigation shortcut starts or clears navigation by holding the configured modifier key (Left Shift by default) and left-clicking a pin on the large map; while navigating, the HUD shows the target name and distance, and an optional swarm of small glowing lights streams along the ground toward the target.
- Custom icon pack: You can also define your own icons in png and json files. See docs/custom-icon-pack.md for custom icon pack specifications.

Automatic processing
Uses nearby allowed containers to automate supported processing tasks: supplying materials for crafting, refueling, storing produced items, and charging pieces such as Ballista. Per-piece operations, container search ranges and limits, stop thresholds, and the storage connection effect color can be changed from the configuration.
Automatic feeding
Allows configured tamable creatures to eat valid food from nearby containers, the player's inventory, or both instead of only food dropped on the ground. Feeding range, animal types, and whether animals must move close to the feed can be changed from the configuration.
Automatic repair
Automatically repairs items when the player is near usable crafting stations or, if enabled, when the crafting station GUI is opened. It can also repair nearby pieces while a build tool such as a hammer is in your hand with its repair action selected.
Automatic mining
Automatically mines allowed minerals around the player. Mining runs at the configured interval (0 turns it off) and each time the mining shortcut is pressed, and it can require a pickaxe or wishbone for underground minerals. With Area Mining (on by default), a pickaxe swing at an allowed mineral also hits other allowed minerals and rock sections nearby, wearing the pickaxe once per extra target.
Automatic storage
Stores eligible player inventory items into nearby allowed containers when the storage shortcut is pressed. By default an item goes only into containers that already hold the same item, topping up their stacks before using their free slots; turn on Store Into Any Container to also use other containers with space. Containers that received items are then sorted unless Sort Containers After Storing is off. Hotbar, equipped, quest, and configured excluded items are kept in the player inventory by default, and items in slots locked with Slot Lock Key are never stored.
Automatic pickup
Automatically picks up nearby items at the configured interval; an interval of 0 turns this off. Interacting with a pickable object while pressing the Pickup All Nearby shortcut (Left Shift + E by default) picks up the matching nearby objects at once.
Automatic farming
Hold Left Alt while planting with the cultivator to add a grid of the same crop (5×5 by default), each extra crop costing what a hand-placed crop costs: inventory seeds (plus nearby containers while Automatic supply runs), stamina and cultivator durability (no seeds in free-build worlds, as in vanilla). Invalid cells are skipped; planting stops when you cannot pay for another crop. While Left Alt is held, the crop preview snaps to the rows of a growing crop of the same kind nearby, so a new grid lines up with an earlier one.
Harvests grown crops around the player and replants the regrowing sapling at each harvested spot, keeping a configurable reserve of every planting input. It can also sow into nearby empty cultivated ground on a spacing grid so the saplings settle healthy. Planting can draw from the player inventory, or from containers you designate by role — cultivation boxes to grow crops, seed-harvest boxes to multiply seeds, and storage boxes to receive the yield — so whole fields can run from chests without ever planting the wrong stock. Farming runs at the configured interval (0 turns it off) and each time the farming shortcut is pressed. While farming is active, Automatic pickup leaves the crops farming would harvest itself (those within reach of its range and containers) for farming to harvest and replant.
Automatic supply
Lets nearby containers supply what you use by hand. When you craft at a crafting station, build with the hammer or plant with the cultivator, items in accessible containers within Supply Range (10 m by default) count toward the requirements, and what your inventory lacks is taken from them, nearest first. Adding fuel to a fire, ore or fuel to a smelter-type station, or food to a cooking station takes one suitable item from a nearby container when you carry none. A craft or placement never completes without being fully paid for, and anything taken for an action that does not use it goes back. Warded, private, in-use and other containers you cannot access are never used. It starts off, even in an existing configuration.
Console commands
Automatics adds console commands for command discovery, name lookup, nearby object lookup, and map pin cleanup.
automatics: Shows Automatics command usage.printnames: Finds internal and display names.printobjects: Shows nearby objects Automatics can handle.removemappins: Removes duplicate or filtered map pins.
See Console commands in the released documentation for usage and options.
Configurations
I recommend using Configuration Manager.

Use CONFIG.md for every configuration entry, default value, and accepted value range. Use docs/user-guide.md for feature-by-feature usage notes.
Adding object definitions to Automatics
You can use the Configuration Manager to define objects that you want Automatics to work with.

Open docs/add-user-defined-object.md to learn more about adding user-defined objects.
Languages
| Language | Translators | Status |
|---|---|---|
| English | Translation Tools | 100% |
| Japanese | EideeHi | 100% |
Contacts
Open an issue for bug reports, questions, suggestions, and requests.
Credits
- Dependencies:
License
Automatics is developed and released under the MIT license. For the full text of the license, please see the LICENSE file.
CHANGELOG
v1.8.0 [2026-10-10]
- Automatic Mapping adds
Navigate to Looked-at Object Key, unbound by default: press it to navigate to what the crosshair is on, using its automatic pin or a temporary unsaved marker that is removed when navigation ends, the target changes or the module is turned off. A plant in a flora patch targets the patch, asPin Looked-at Object Keydoes. Press it on the current target to clear navigation. Creature targets selected with the key or their automatic map pins are followed while loaded; navigation keeps their last position while unloaded, continues if their dynamic pin disappears out of range, and ends when they die or are removed. A creature followed through a temporary marker switches to its automatic pin once one appears, and the marker is removed. - Automatic Mapping adds
Looked-at Object Bar, off by default: the object at the crosshair shows its name and distance above it, with Valheim's own health bar for creatures and health for player-built pieces. Bosses and creatures with hidden HUDs show a name and distance label without health; bare ground, unnamed meshes and whole locations get no bar.Looked-at Object Bar Rangedefaults to 50 m horizontally from you, and the object must also be withinObject Pin Rangefrom the camera. A navigated player-built piece now shows its health too. - Automatic Mapping adds
Enhance the Map, on by default: category controls on the large map hide automatic pins on both maps without deleting them. Choices are saved inHidden Map Categories, empty by default so all categories are shown. Manual and shared pins are unaffected, and saved automatic pins with ambiguous or unknown categories are unaffected by category hiding. Turning enhancements off keeps category choices and clears search;Hide Pins Outside Explored Areastill applies independently. - With
Enhance the Mapon, the large map adds a search field that filters automatic, manual and shared pins by text in their displayed label, ignoring case; unnamed pins are hidden while searching. Vanilla special markers and the current navigation target stay visible.Apply to minimap, off by default, applies the search on the minimap too. Search text and this toggle are not saved; category controls still apply only to automatic pins. - With
Enhance the Mapon (the default), hovering a pin on the large map shows its name and distance. Automatic pins add a creature's HP and level, pickable readiness or an estimated respawn time, merged flora's ready count and earliest estimated respawn, and a mineral deposit's remaining sections or HP. Details use loaded objects or stored data; clients mark unloaded object detailsMay be outdatedand unavailable detailsNot loaded — details unavailable. Your own saved flora and mineral pins also find matching objects by kind, name and position in locally available data when the hovered pin changes: automatic pins you clicked to save, and pins made withPin Looked-at Object Keyor typed by hand whose name is still the object's name in the current game language. Single pins use the nearest match (minerals use horizontal distance within the deposit's collider footprint, at least 4 m), and merged flora pins follow matching neighbours within the merge range, including chains. If no match is found for a flora or mineral label, the no-live-link reason line remains. Shared pins and your other manual pins show only name and distance. - Automatic Processing now refuels a stone oven that has run out of fuel, including a newly built one. Before, an oven that reached zero fuel was never refuelled automatically again.
- The stone oven's
Refuel Only When Materials Suppliednow refuels while food is waiting to be cooked. Before, it stopped refuelling once every slot was full, and the oven then stayed out of fuel. An oven without fuel also takes food from containers while fuel for it is available nearby, so it can start from empty. - Automatic Processing now fills a smelter-type station's fuel to its maximum instead of stopping one short.
- Automatic Processing's
Number Of Product Stacks To Stop Processingnow counts the product in all containers a station uses together, plus what a crafting station is still making. Before, a crafting station kept going while any one container was under the limit and then stored past it, and each storing station treated the limit as a cap per container. Check this value if you set it for several containers. - Automatic Processing's fires and lights that only refuel now share one group of five settings instead of five settings each:
Fires And Lights To Refuelchooses which of them are refuelled, and theFires and lights:settings apply to all of them. An existing configuration is converted once: a fire that was allowed to refuel stays in the list, and each shared value is the one most of them had (the default wins a tie; otherwise the smaller value). Fires whose value changed are named in the log. - The fermenter no longer has a
Supply Only If Materials Run Outoption; a fermenter only ever takes materials while it is empty, so the option did nothing. Its line is removed from existing configurations. - Automatic Mining can now mine ordinary stone rocks by adding
RocktoAllow Mining Mineral; off by default, since rocks are everywhere and each hit wears the pickaxe. Rocks you added yourself throughcustom_mineralnow resolve toRock, so addRockto your lists to keep mining or pinning them. - Added Automatic Supply, off by default for new and existing configurations: when you craft at a crafting station, build with the hammer or plant with the cultivator (grid planting included), items in the containers within
Supply Range(10 m by default) count toward the requirements, and what your inventory lacks is taken from them, nearest first. When you add fuel to a fire, ore or fuel to a smelter-type station, or food to a cooking station without carrying a suitable item, one comes from a nearby container. A craft or placement never completes without being fully paid for, and items taken for an action that does not use them go back. Warded, private, in-use and other containers you cannot access are never used, and recipes where you choose one ingredient work as before. - Automatic Farming adds grid planting: hold Left Alt while planting with the cultivator to plant more of the same crop in a configurable grid (5×5 by default). Each extra crop costs what a hand-placed one does (seeds, stamina and cultivator durability; no seeds in free-build worlds, as in vanilla); invalid cells are skipped, and planting stops when you cannot pay for another crop. While Left Alt is held, the crop preview snaps to the rows of a growing crop of the same kind nearby (same spacing and orientation), so a new grid continues an earlier one; the snapped position goes through the game's usual placement checks.
- Automatic Mining adds area mining, on by default while the module runs: when your pickaxe swing hits an allowed mineral, it also hits up to 8 other allowed minerals or rock sections within 3 meters of the hit, following the tool tier, allow list and underground rules. Each extra target wears the pickaxe by one hit's durability, scaled by the world's durability modifier; stamina and skill gain stay once per swing.
- Automatic Mapping's pin navigation adds a guide swarm, on by default: small glowing lights gather around you and stream along the ground toward the navigation target, stop appearing within 5 m of it, and hide while the large map is open. Its colour is configurable; the default is a magenta that stands out against grass, rock, snow and water.
- Automatic Mapping's navigation now shows Valheim's own health and awareness bar for a creature target, with the distance appended in brackets (for example
Boar [10m]), whenever the creature is loaded, and hides the navigation label for it; bosses keep their usual bar and the label. Navigation and looked-at object labels use the same bracketed distance format. The navigation label now looks like a creature's bar, with a full white bar instead of health, and other targets show it above the object instead of at its base, or about 2 m above the pin while the object is not loaded. - Automatic Storage now stores an item only into containers that already hold the same item: it tops up their stacks first, then uses their free slots. Before, items went into any container in range, including empty and unrelated ones, so it was hard to tell where they ended up. Turn on the new
Store Into Any Containerto store as before. - Automatic Storage now sorts each container it stored into, by item type and then name, merging partial stacks of the same item; containers it did not store into are left as they are.
Sort Containers After Storingturns this off. - Automatic Storage adds slot locks: with the inventory open, hold
Slot Lock Key(Left Alt by default) and left-click a slot of your inventory to lock or unlock it, empty or not. Items in locked slots are never stored, and each locked slot shows a key icon while the module runs. Locks are saved with each character. - Added an optional shortcut to save a map pin for the object or ground you look at, using object names and icon-pack icons and skipping nearby duplicates. Looking at a dungeon or special spot that Automatic Mapping recognizes (its structure, the ground within its area or a dungeon's interior) pins that place once with its recognized name and icon; player-built pieces, creatures and other objects keep their own pins. An object that already has an automatic pin, other than a creature or vehicle, gets that pin saved instead of a new one, as a click on the large map does, and a flora patch, with or without an automatic pin, gets one pin for the whole patch.
- Automatic Door, Automatic Pickup, Automatic Processing, Automatic Mapping, Automatic Mining, Automatic Feeding, Automatic Farming, Automatic Repair, Automatic Storage and Automatic Supply can all be turned on and off while the game is running.
- Automatic Repair and Automatic Mining now wear your tools by the world's durability modifier, as the game does when you repair or mine by hand; on a default world nothing changes.
- Automatic Farming's proactive sowing now continues the rows of a growing crop of the same kind nearby (its position and orientation), so sown crops line up with grids planted by hand instead of leaving gaps at the boundary.
- Automatic Farming's
Seed Sourceis now calledFarming Modeand has a third choice,Player With Containers: farming works around you, as withPlayer Inventory, but puts the harvest into and takes planting input from the role containers near each crop, never your inventory. - Automatic Farming has a new
Container Search Rangefor how far it looks for role containers;Farming Rangenow only sets where it harvests, replants and sows. An existing configuration starts with its farming range as the container range, so nothing changes. - Automatic Farming now replants a harvested spot even when the planting input is at or below
Seed Reserve; the reserve only holds input back from sowing new ground. - While Automatic Farming runs, periodic pickup now leaves only the crops farming would harvest itself: those your game controls within
Farming Rangeof you (or of a designated box). Before, withPlayer Inventoryevery crop inAllow Farming Cropwas left, so wild berries and mushrooms beyond the farming range, or crops another player's game controls, were picked up by nobody. In multiplayer, a crop another player's game controls is now picked up by periodic pickup and is not replanted. When farming never runs by itself (Farming Intervalof 0 and noAttempt Farming Key), periodic pickup collects the crops too. - Graves are no longer used by any module: Automatic Farming cannot give one a role, and feeding, storage and processing never take from or put into one.
- Automatic Door no longer closes a door on a player who stands within reach with a piece between them and the door, and it now closes an open door inside a ward you cannot use once nobody who could open it is near.
- Automatic Mapping now recognizes its own saved pins (those saved by 1.7.0 or later) again when you come back to them, reload the world or turn the module off and on.
Remove Pins Of Destroyed Objectthen removes a saved static pin when its object is destroyed, and a portal no longer gets a second pin unless its tag changed meanwhile. Pins you placed or saved yourself are never taken over. - With
Pin Nearby Objects Automaticallyoff, Automatic Mapping no longer redraws every map pin on every frame, which lowered the frame rate on maps with many pins. - Automatic Mining, Automatic Farming and Automatic Mapping's static object mapping now follow the same rule as Automatic Pickup: an interval of 0 turns the periodic runs off, and the shortcut runs once each time it is pressed without stopping them. Before, assigning the shortcut stopped the periodic runs, and the mining and farming intervals could not be set to 0. An existing config whose shortcut is assigned gets its interval set to 0 once, so it keeps running on the key only.
- The
Disable Moduleoption is now calledModule, and its choices readEnabledandDisabledinstead of "Do Not Disable This Module" and "Disable This Module"; the stored values are unchanged. Automatic Door, Automatic Feeding, Automatic Repair, Automatic Storage and Automatic Processing no longer have a second on/off switch beside it: a configuration where that switch was off gets its module turned off once, and the switch is removed. The Automatic Door shortcut now turns the module itself on and off, and works while the module is off. Automatic Mapping, Automatic Mining and Automatic Farming keep their second switch, renamed after what it does (Pin Nearby Objects Automatically,Mine Nearby Minerals AutomaticallyandHarvest And Replant Automatically); their other features, such as navigation, area mining and grid planting, keep working while it is off. - Every module is now off on a new install; turn on the ones you want with their
Moduleoption. An existing config keeps each module on or off as it was (a module whoseModuleentry is missing from an older config, or holds a value Automatics cannot read, is turned on; the new Automatic Supply is not), and the settings inside each module keep their defaults. - Automatics recognizes more of the objects Valheim 1.0 added: crops, containers, doors, deposits, creatures, spawners, vehicles and dungeons. An update adds, once, the objects newly included in each list's default to lists that still hold a default Automatics recognizes; lists whose defaults did not change get no additions. A list you edited is left as it is, as are some lists kept unchanged since 1.4.0 or earlier, so add the new names to those yourself.
- The object list entry for flax is now spelled
Flax; existing configurations are updated. - Object list entries written with a leading space by the 1.6.0 update no longer matched their targets; existing configurations are now repaired.
- Automatic Pickup's
Pickup All Nearby Keyis now Left Shift + E by default on a new install; an existing configuration keeps the key it has, so a key left unassigned stays unassigned. Binding it no longer turns periodic pickup off; only anAutomatic Pickup Intervalof 0 does. An existing config whose key is bound gets its interval set to 0 once, so it keeps picking up by key only. - Improved the Japanese translation: fixed mistranslations (the
Hide Pins Outside Explored Areaoption name said the opposite), used the game's own Japanese terms for vanilla items, stations and concepts, and made wording and style consistent across options and messages. Automatic Repair and Automatic Supply have new Japanese names (自動修理 and 自動供給). - Automatic Storage's
Allowed Item Typeslist now shows item types by translated names instead of internal names; the saved values are unchanged. - Some options have clearer names; their keys and values are unchanged. Automatic Processing's
Number Of Materials To Stop Supplying,Number Of Fuels To Stop RefuelandNumber Of Items To Stop Chargeare nowMaterials To Keep In Containers,Fuel To Keep In ContainersandCharge Items To Keep In Containers. Shortcut options end inKey(for exampleAttempt Mining KeyandStore Items Key), and Automatic Door's toggle shortcut and its message areModule Toggle KeyandModule Toggle Message. Automatic Mapping's wishbone option is nowNeed To Equip Wishbone For Pinning Underground Minerals. Log Level To Allow Logging,Static Object Caching IntervalandMapping Performance Logare now advanced settings: Configuration Manager lists them only when advanced settings are shown.- Automatic Storage's
Storage Messagenow defaults toCenteron a new install, so you see how many items were stored; an existing configuration keeps its value. - Corrected English option descriptions that did not match what the options do, and fixed typos and grammar in the English texts.
v1.7.0 [2026-07-19]
- Added Automatic Storage for moving eligible inventory items into nearby containers by hotkey.
- Added Automatic Farming for harvesting, replanting, sowing, seed reserves, and role-based container workflows.
- Improved Automatic Mapping performance, cache coherence, navigation, cleanup, and object matching.
- Improved Automatic Processing performance and container handling, including dedicated-server-safe mutations and storage effects.
- Improved multiplayer access and ownership handling for doors, feeding, farming, pickup, processing, and containers.
- Fixed config migration and console command edge cases, including bounded regular-expression matching.
- Added optional in-game smoke tests for live Storage, Door, Pickup, and Processing workflows.
v1.6.0 [2026-05-17]
- Updated for Valheim 0.221.12 and added automation data for Ashlands, Bog Witch, and Call to Arms content.
- Added a config migration that appends new default automation targets to existing allow lists.
- Added map navigation from selected pins, including HUD distance display while navigating.
- Improved Automatic Mapping performance and stability with throttled dynamic scans, spatial pin lookups, safer static scan invalidation, dense-area scan fallback, and cached MineRock5 collider data.
- Improved Automatic Door behavior for predicted player movement and multiplayer or dedicated-server sessions.
- Added configurable Automatic Processing connection effects and fixed stale container lookup reuse across different search limits.
- Fixed Automatic Pickup and Automatic Feeding ownership handling in multiplayer or dedicated-server sessions to avoid unsaved item changes or lost pickups.
- Fixed translations not refreshing after language changes.
- Modernized the build scripts, release checks, README, configuration reference, and user guide.
v1.5.1 [2023-10-15]
- Fixed an issue that could potentially cause exceptions when attempting to place containers added by specific mods. (#61)
v1.5.0 [2023-10-08]
- Update for Valheim 0.217.24
- The removal of the previously deprecated "module_disable" option and the "resources_directory"
v1.4.8 [2023-07-09]
- Update for Valheim 0.216.9
- Removed the "allow_non_duplicate_pins" option from the "removemappins" command. Instead, added the "dry-run" and "dangerous-mode" options.
- Enabled specifying prefab names as targets for custom icons. For more details, please refer to custom-icon-pack.adoc.
v1.4.7 [2023-05-13]
- Added a console command to remove map pins.
v1.4.6 [2023-05-02]
- Fixed a bug where static pins were immediately deleted when the "Save Static Object Pins" option was not enabled.
v1.4.5 [2023-05-01]
- Fixed a bug where pins for static objects were sometimes duplicated when the player moved using portals.
- Fixed a bug where an exception could occur when trying to delete a pin by right-clicking it.
- Automatic Pickup no longer pickup items if it would cause the player to become overweight.
- Added an option to the Automatic Processing to store only if products exist in the container.
- Added a Ballista to Automatic Processing targets.
- Changed the display name and description of the Automatic Processing config.
v1.4.4 [2023-03-23]
- Fixed a bug where the automatic door stops functioning when the player moves a certain distance away from it.
- Fixed a bug where pins would be duplicated and added when the vehicle moves, if the vehicle's automatic mapping is enabled.
v1.4.3 [2023-03-18]
- Updated for changes in Valheim 0.214.2.
- Fixed a bug where the "Pickup All Nearby" shortcut key wouldn't work if it included an interact key (e.g. Shift + E).
- Fixed a bug that caused wild animals to attack containers with food under certain conditions, even if they were allowed to eat from them.
- Fixed a bug where portals wouldn't be automatically pinned, even if "Allow Pinning Portal" was enabled.
- Fixed a bug where pins would remain on the map even after disabling automatic mapping in the configuration.
v1.4.2 [2023-03-12]
- Fixed a bug where the game won't start if some modules are disabled.
v1.4.1 [2023-03-11]
- Fixed a bug where the toggle key for automatic doors would become disabled after using it to turn off the function.
- Fixed a bug where the automatic mapping function would delete unrelated pins, such as pins added by users or boss pins.
- Fixed a bug where the automatic mapping function would cause an exception when loading the world without exiting the game after logging out of the world.
- Fixed a bug where the automatic door closing function would not work, causing the door to remain open.
- The "printobjects" command can now output doors and containers.
- Fixed a bug where the automatic repair function would cause an exception under certain conditions.
- Fixed a bug where the "Distance For Automatic Opening" configuration for automatic doors was not functioning and instead referenced "Distance For Automatic Closing."
- Modified the "Disable Module" item in the configuration to be more intuitive.
- Added "Hexagonal gate" to the door presets.
v1.4.0 [2022-12-26]
- Overall Rewriting
- AutomaticDoor
- Logic Improvements
- AutomaticFeeding
- A little refactoring
- AutomaticMapping
- Add Vehicle category
- Portal pinning is now a stand-alone option, not in the Other category
- Static object pins are no longer saved by default. They can be changed to be saved in the options
- You can now hold down the left Shift key and click on a pin on the map to force the pin to change to save
- Added option to automatically remove pins when destructible objects are destroyed. (probably won't work perfectly, so don't expect too much)
- AutomaticMining
- Limit the number of parts that can be damaged by automatic mining to a maximum of 3 at a time
- AutomaticProcessing
- Removed the option to limit crafting by the total number of items in a product, instead added an option to limit crafting by the number of product stacks
- Added option to replenish material only when the material in the processor runs out
- Added option to refuel only when the fuel in the processor runs out
- Smelter's automatic crafting has been improved to process time-based quantities of material even when away from it for extended periods of time
- AutomaticRepair
- A little refactoring
- AutomaticDoor
- Added AutomaticPickup feature
- Custom objects have been renamed User-defined objects and moved to the General category of the Config
- I have documentation on how to add user-defined objects, so please read through it if necessary
- https://github.com/eideehi/valheim-automatics/blob/1.4.0/docs/add-user-defined-object.adoc
- Mistlands content has been added to the automation
- Added options to completely disable each feature
- Change the console command to take arguments like the CLI
v1.3.2 [2022-12-06]
- Rebuild for Mistlands Update
- Content added in the Mistlands Update is not yet available for automation by Automatics
v1.3.1 [2022-11-13]
- Fix an error that occurred if ConfigurationManager was not installed
- Custom map icons can now be treated as child mod of Automatics
- For details, refer to the "Directory structure" section of the README
- Add option to hide pin names on custom map icon
- For details, refer to the "options" entry in the "Format of custom-map-icon.json" section of the README
- Add option to set the scale at which custom map icons appear on the map
- For details, refer to the "options" entry in the "Format of custom-map-icon.json" section of the README
v1.3.0 [2022-04-26]
- Add the feature of 'Automatic Mining'
- Add option to change the directory to load resources such as translation files and custom icons
- Add option to change the position of the message displayed when enabling/disabling the automatic door function with a shortcut key
- Change so that the slider for handling floating decimals in the configurator increases or decreases the numerical value by 0.01 increments
- Reviewed and corrected the key names and descriptions in the configuration options
- The configurations are automatically migrated, but be sure to check the values of the configurations after starting the game to be sure
- Rewrote most of the automatic mapping feature
- Fix inability to apply custom icons with internal names to birds
- Change the deposit pinning location to the center of the object
- Due to this change, large deposits such as copper may be pinned in duplicate with existing pins
- Add custom options for other objects, dungeons, and spots
v1.2.1 [2022-04-19]
- Change the automatic door to not work if there is an obstacle between the player and the door
- Change the minimum automatic door process interval to 0
- Setting the value below 0.1 disables automatic opening or closing. The substantive minimum interval remains unchanged from 0.1
- Change so that the printnames command searches all translations
- With this change, the printnames command can now take multiple arguments, allowing for more powerful filtering
- See printnames usage for command details
v1.2.0 [2022-04-16]
- Change the format of the Cutom Map Icon settings file from csv to json
- See "Format of custom-map-icon.json" for more information on json files
- Change translation files format from csv to json
- Fix 'Standing brazier' was omitted from 'Automatic Processing'
- Fix to be able to output names of fish, birds and dungeons with the 'printnames' command
- Fix a bug that prevented some config values from being read accurately
v1.1.2 [2022-04-14]
- Add command to output internal and display names
- See "Console commands" in the README for details
- Add options to suppress automatic processing based on item count
- Add option to automatic refuel only when materials supplied
- Change 'Automatic Repair' not to work during game pauses
- Change 'Allow...(Custom)' options to evaluate for exact match if an internal name is specified, or partial match if a display name is specified
- The "$enemy_boar" matches only "Boar", but "Greydwarf" matches "Greydwarf brute" and "Greydwarf shaman" in addition to "Greydwarf"
- The same goes for TARGET for Custom Map Icon
v1.1.1 [2022-04-10]
- Fix package task of mod files for Thunderstore
- Fix a bug in which the 'Repair Pieces' function continued to work even though the 'Automatic Repair' feature was disabled in the configuration
v1.1.0 [2022-04-07]
- Add the feature of 'Automatic Feeding'
- Add the feature of 'Automatic Repair'
- Add option to allow automatic opening/closing for any door
- Fix a bug where the generated items would be lost if Smelter could not find the container when 'Automatic Store' was enabled
- Fix a bug where the honey to be set over the maximum if Beehive could not find the container when 'Automatic Store' was enabled
v1.0.6 [2022-04-04]
- Fix a bug that prevented automatic pinning of player existing in the open air under certain conditions, judging that they exist in the dungeon
- Add elements added in patch 0.207.20 to be the target for automatic pinning
- Change the maximum value of the container search range in 'Automatic Processing' to 64
- Change to remove pins added by automatic pinning when some veins are destroyed
v1.0.5 [2022-03-28]
- Add shortcut key to perform searches for static objects
- Add shortcut key to enable/disable automatic door
- Fix a bug that caused dynamic pins to remain on the map when auto-pinning was disabled from the config
- Change the initial value of the 'Automatic Map Pinning' configuration
v1.0.4 [2022-03-18]
- Fix a bug fish were not pinned
- Fix a bug that caused pins to be deleted at unintended times
- Fix a bug in which automatic pinning of ship was enabled regardless of the config value
- Add the feature to customize the icons of pins added by auto pinning
- There are no custom icons bundled with Automatics, please add your own
v1.0.3 [2022-03-16]
- Fix a bug where tamed animals continue to be pinned
- Add options for users to add map pinning targets (animals, monsters, flora, veins, and spawners)
- As a result, elements added by mods are no longer automatic pinning unless this option is used
- Add an option to allow ships to be automatic pinning
- This is dynamic pinning, but unlike other dynamic pins, the pins is saved in the save data
v1.0.2 [2022-03-15]
- Improvement of FPS drop due to Automatic Map Pinning
- In particular, FPS is greatly improved in areas with a lot of flora, such as farms
- Reduce the processing load on Automatic Door
- Add Portal to the Automatic Map Pinning target
- Portal is added to 'Allow Pinning Other Objects'
v1.0.1 [2022-03-06]
- Fix a bug that prevented some Tar Pits from being pinning
- Fix a bug in which automatic map pinning of static objects causes a significant drop in FPS
- Fix logic for determining if a vein is in ground
- Change the Automatic Map Pinning process is not called when the game is paused
- Change Automatic Door options so that Open and Close can be specified separately
v1.0.0 [2022-01-23]
- Initial release