ContainerCrafting
Reads the workbench's own storage container as crafting material, so you can craft without unloading items onto the table. Runtime datatable recipes, transactional take/return, no hardcoded recipe list.
By zhaijineet
| Date uploaded | 2 days ago |
| Version | 0.5.6 |
| Download link | zhaijineet-ContainerCrafting-0.5.6.zip |
| Downloads | 38 |
| Dependency string | zhaijineet-ContainerCrafting-0.5.6 |
This mod requires the following mods to function
Thunderstore-unreal_shimloader
Thunderstore Mod Manager and r2modmanPlus support for RE-UE4SS.
Preferred version: 1.1.7README
ContainerCrafting
Craft directly from the workbench's own storage container in Voices of the Void.
The vanilla workbench only sees items lying on its table. ContainerCrafting also reads the workbench's built-in storage container, so recipes that need stored materials show up in the crafting list and consume those stored materials — no manual unloading onto the table.
Features
- Crafting list = table items ∪ workbench container items.
- Clicking a recipe takes the missing materials straight out of the container.
- Table materials keep priority; the mod only borrows what the table does not have.
- Transactional take/return: if a craft fails partway, borrowed items are returned instead of being lost.
- No hard-coded recipe table. Recipes are read from the game's own datatables at runtime, so mods that add or change recipes keep working.
Requirements
- Voices of the Void a09n (0.9.0n), Windows x64. Other game versions are untested.
- UnrealShimloader — installed automatically as a dependency by your mod manager.
- If Windows reports a missing
MSVCP140.dll/VCRUNTIME140.dll, install the Microsoft Visual C++ v14 x64 redistributable: https://aka.ms/vc14/vc_redist.x64.exe
Installation
Install with Thunderstore Mod Manager or r2modman and press Start modded. The UnrealShimloader dependency is resolved automatically.
Manual installs are possible but not recommended: copy the contents of the package's mod folder into <Game>/WindowsNoEditor/VotV/Binaries/Win64/Mods/ContainerCrafting/, keeping enabled.txt and dlls/main.dll.
How to use
- Put materials into the workbench's own storage container (open it as usual and drop items in).
- Open the workbench crafting UI.
- Click the recipe you want. Table materials are used first, container materials fill the rest.
Notes and limitations
- The mod does not change the save format and never adds or removes items on its own.
- Crafting still spawns and consumes entities through the game's native code; with very large material stacks a short hitch is possible.
- If a craft leaves the take/return state uncertain, the mod stops doing container crafting for that session instead of guessing. Restart the game to re-enable it.
- No logging, no disk scanning, no network access. This release does not create any log files.
- Only the Windows x64 build of the game is supported.
Compatibility
- Recipes come from the game's own
list_craftRecipes/list_propsdatatables at runtime, so recipe-adding mods work. - Tested against the UE4SS 3.0.1 Beta shipped inside UnrealShimloader 1.1.7. C++ mods depend on the loader ABI; do not substitute an arbitrary "latest" UE4SS build.
Changelog
See CHANGELOG.md.
CHANGELOG
Changelog
0.5.7
- Reworked candidate matching to read the live recipe and prop DataTables without hardcoded recipe snapshots.
- Container materials can now supplement tabletop materials for mixed recipes, including scrap metal/electronics/plastic combinations.
- Preserved native blueprint gating, removed the global parity fail-closed path, and synchronized virtual candidate rows across refreshes.
- Added fallback display text when a runtime prop row lacks a display name.
0.5.6
- Fixed empty unused script-hook callbacks that could cause UE4SS to remove the shared script hook.
- Fixed material-row injection being skipped when no virtual recipe candidate was present.
- Disabled developer diagnostics in the release build; precise function hooks and lightweight game-thread scheduling remain in use.
0.5.5
- Faster event filtering: unrelated
ProcessEvent/ProcessLocalScriptFunctioncallbacks no longer convert names to strings or walk the workbench inheritance chain. - Reuse per-item reflection lookups within a single UI refresh instead of rebuilding the whole table material pool.
- Diagnostics are off in the shipped build; this release does not create or write any log file.
0.5.4
- Fixed function lookup to resolve through the real instance's class chain, restoring
getObject,craftItem,addObjectand the UI refresh calls. - Left-column entries are now added through a statically resolved
PanelWidget:AddChild, with asset-path fallback and parameter validation. - Deferred container work runs on the game thread through the engine tick callback instead of a background update.
- Added snapshot checks around taking and returning materials, and a hard stop when the state cannot be determined instead of guessing.
0.5.3
- Resolved
WidgetBlueprintLibrary:CreateandPrimitiveComponent:GetOverlappingActorswithStaticFindObjectinstead of instance class function tables.
0.5.2
- Probe the workbench overlap box with
GetOverlappingActors. - Inject the left-column container entries from the
ui_crafting::gen()post hook.
0.5.0
- First C++ implementation: read recipes from the game's runtime datatables, route virtual recipes, and craft transactionally from the workbench container.