NewtCraftHub
All-in-one base mod: craft from chests, self-feeding stations, /find, extra slots, recycling, eternal fires, plant berries and mushrooms, growth timers, portal ores, /tp markers, shared chests, area repair, health numbers, ship status, no intro.Changelog
All notable changes to this project are documented here. Format: Keep a Changelog · Versioning: Semantic Versioning.
[Unreleased]
[1.6.3] - 2026-09-27
Bug fixes
- Plant pickables: a picked planted mushroom, thistle or dandelion vanished completely (the game hides its whole model, hover area included, so 1.6.2's sprout never showed); it now stays as a freshly cut stem (the part above half its height folded down into a cut top) with the growth timer.
- Plant pickables: something just planted kept the game's long regrowth time until the area was reloaded (the game records who planted it only after it starts up); it now gets the player's time and the cut look right away.
- Growth timers: the countdown ended with "a moment" and planted pickables regrew up to a minute late (the game checks once a minute); it now counts down to 0m 00s and they grow back right then.
[1.6.2] - 2026-09-27
New features
- Plant pickables: what you plant with the cultivator grows back in 30 minutes (
N - Plant Pickables -> RegrowMinutes, 0 = the game's 4-5 hours); wild ones keep the game's time.
Bug fixes
- Plant pickables: a picked mushroom, thistle or dandelion you planted vanished (1.6.1) and couldn't be looked at; it now shrinks to a sprout that shows when it grows back, and grows to full size when it's ready.
- Extra slots: putting on a trinket or utility item from an extra utility slot sent the one you wore to the backpack; it now takes the slot the new one came from (or another free extra utility slot).
[1.6.1] - 2026-09-27
Bug fixes
- Extra slots: taking the grave after death wore all the equipment again at once; worn items now come back into the inventory, not worn, like in the game.
- Extra slots: utility items in the extra utility slots gave their effect without being worn; now only worn items count. The extra utility slots also hold trinkets, and unequipping a utility item or trinket moves it into a free extra utility slot.
- Plant pickables: a picked planted mushroom, thistle or dandelion stayed visible as if untouched (the game hides nothing on those kinds); its model is now hidden until it grows back.
[1.6.0] - 2026-09-27
New features
- Growth timers: looking at a healthy crop or sapling shows the time until it is grown ("Ready in 1h 23m"), and a
picked berry bush, mushroom or flower the time until it grows back ("Grows back in 4h 10m"). Switch:
GrowthTimers; wording and colours inM - Growth Timers. Idea after Advize's PlantEverything, written as our own code.
Bug fixes
/tp playeronly found players who were nearby or shared their position on the map (off by default), so a far away friend couldn't be reached. The asking game now asks the other player's game for its position (both need 1.6.0+);F - Teleports -> OthersCanTeleportToMeturns this off.- Mod list: the short description now mentions growth timers.
[1.5.0] - 2026-09-26
New features
- Plant pickables: the cultivator plants raspberry, blueberry and cloudberry bushes, red, yellow and blue mushrooms,
thistle, dandelion, smoke puffs and fiddlehead, paid in what they grow (5 each, fiddlehead 15). Planted ones grow
back after picking and can be taken out again with the cost back; wild ones stay as they are and can't be
removed. Players without the mod see and pick them. Switch:
PlantPickables. Stays off while PlantEverything is installed. Idea after Advize's PlantEverything, written as our own code.
Bug fixes
- Mod list: the short description now mentions planting berries and mushrooms.
[1.4.4] - 2026-09-26
Bug fixes
- Mod page: a new look in the same style as SargamAutoStore: one big headline section per feature with its GIF, a Controls table, first steps in Install and try it, and step-by-step troubleshooting.
[1.4.3] - 2026-09-26
Bug fixes
- Mod page: a look back at the first two days on Thunderstore (landing page, downloads, updates).
[1.4.2] - 2026-09-25
Bug fixes
- Mod page: a banner and a short gameplay GIF for each feature (crafting and building from chests, Shift-fill, cooking timers, Shift harvest, object health, /tp, extra slots, /find, area repair, recycling, chest contents).
- Potion bar: after loading another world or character in the same session, the bar lost the Forsaken power's look (white boxes, hotkeys wrapped inside them); it now takes it again every time the HUD is rebuilt.
[1.4.1] - 2026-09-25
Bug fixes
- Extra slots: inventory rows bought from Haldor (Wider Pockets) now show up. The slots used to sit right below the 4 starting rows and kept the inventory at 4; they now move down with every row you buy, carrying their items along, so the new rows are free space and nothing leaves its slot. The slots panel keeps its size.
[1.4.0] - 2026-09-25
Added
- Skip intro video: the Deep North intro cinematic no longer plays every time the game opens; it can still
be watched from the main menu's cinematics. Uses the game's own skip switch for that moment only, so the
game's saved settings are not changed. Switch:
0 - Features → SkipIntroVideo.
Bug fixes
- Log: the startup line (
loaded (N/N patch groups active)) counts only the features that really hooked into the game; one that hooks into nothing is reported as an error. - Mod list: the short description now mentions item recycling and the skipped intro video.
[1.3.0] - 2026-09-25
Added
- Recycle: a Trash button below the armour and weight boxes of the inventory, with an icon drawn in the
game's own style. Drop an item on it (or press
Deletewhile dragging it) to get back all the materials it cost, every upgrade level included; the percentage can be lowered inL - Recycle → ReturnPercent. Stacks are recycled in whole crafts: 35 arrows (made 20 at a time) ask first, then recycle 20 and keep the other 15. Upgraded items ask first too, showing their level and what comes back. Fewer than one craft, and items without a recipe, are deleted only after the game's "Delete item?" confirmation (ItemsWithoutRecipe: ask, delete at once or never). Materials that don't fit in your inventory go to the nearest chest with room, or at your feet (WhenInventoryFull). Equipped items are unequipped first; quest items are refused. Switch:0 - Features → Recycle; button, label, colour and hotkey inL - Recycle. Stays off while RecyclePlus is installed.
[1.2.3] - 2026-09-25
Bug fixes
- Creature health: a creature's health bar shows only while your crosshair is on it and fades out over half a
second as soon as you look away, instead of staying up for a while (a pen full of animals no longer fills the
screen). Bosses, players and your mount keep theirs. Options
K - Creature Health → OnlyWhileFocusedandFadeOutSeconds. - Performance: creature health goes over the game's health bars 10 times a second instead of every frame (and at once when a bar appears), so a pen full of animals costs almost nothing.
[1.2.2] - 2026-09-25
Bug fixes
- Potion bar: the amount of each potion sits above its box (as
6/10), on the same line and in the same size as the Forsaken power's name. - Extra slots: slot labels (Head, Chest, Utility...) and the potion bar hotkeys (Alt + Z...) are white instead of light blue.
[1.2.1] - 2026-09-25
Bug fixes
- Mod list: the short description now mentions eternal torches and fires.
[1.2.0] - 2026-09-25
Added
- Eternal fires: torches, sconces, braziers, campfires, hearths, bonfires and the hot tub you built never
run out of fuel once lit. A lit fire is topped up once and then uses the game's own everlasting-fire rule, on
the game that controls it, so nothing extra is sent over the network; fires that are out stay out until fuel
is added; dungeon and world fires are untouched. Switch:
0 - Features → EternalFires; torches and other fires separately inJ - Eternal Fires. Stays off while TorchesEternal is installed.
Bug fixes
- Performance: standing in a base with many chests no longer rescans them from scratch twice a second (about 3 ms each time); a rescan that finds the same chests keeps its counts, and wards / private chests are rechecked every few seconds. About 40 times cheaper.
- Performance: creature health reads each health bar once instead of every frame, checks health 10 times a second and skips bars of creatures out of view; numbers stay hidden until they are under the bar.
- Performance: item tooltips keep their extra lines until the item, its stack or the amount nearby change.
- Performance: the world clock and the ship readout are drawn as HUD text in the game's font (same look), with no per-frame drawing and no hitch when they first appear.
- Performance: the extra slots pictograms are prepared while the game starts (no hitch when the inventory opens for the first time); the potion bar and the extra utility effects do no work while nothing changes.
- With
DebugLogging, the per-minutePerfline now also lists each feature's cost. - Mod page: Ship status and Shift harvest screenshots.
[1.1.1] - 2026-09-25
Bug fixes
- Mod page: a /find screenshot; the introduction, Quick start and feature switches now include /find and the extra slots; the old NewtCraftBoxes notes are gone; a new short description.
[1.1.0] - 2026-09-25
Bug fixes
- Mod page: new world clock screenshot showing the day on top and the time below it; the ship status example
and the clock
Textsetting row now display correctly.
Added
- Extra slots: a panel beside the inventory, laid out and spaced like shudnal's ExtraSlots: the worn
equipment (head, chest, legs, back, utility, trinket) with a column of 3 extra utility slots beside it, a food
and an ammo column, and a bottom row of quick and misc slots. The slots are for what you use in a hurry, not
extra storage: 3 quick slots for potions and meads, 3 for food, 3 for arrows and bolts, 2 for keys; each
equipment slot takes its own kind of gear. Items in the extra utility slots work like the one you wear (a
belt's carry weight, a wishbone...). Drag and drop, tooltips and right-click to eat, drink or equip work as in
the inventory; equipping armour moves it into its slot, taking it off moves it back. Pickup and "place stacks"
leave the slots alone, the weight counts them, crafting and ammo use them. When you die the grave shows every
item and taking it puts them back in their slots (and wears the equipment again). Hotkeys: Alt + Z / X / C
(potions), Alt + 1 / 2 / 3 (ammo), Alt + Q / E / R (food); your potions also show on a small bar right of
the Forsaken power. Empty slots show a faint pictogram of what goes there. Uses the
same slot positions as ExtraSlots, so items already stored there appear in place; stays off while ExtraSlots
is installed. Switch:
0 - Features → ExtraSlots; options and keys inI - Extra Slots. - Creature health: creature and boss health bars show the health under the bar (
60/200), 2 points bigger than the name, green / amber / red by how much is left like object health; the name stays as the game draws it. Switch:0 - Features → CreatureHealth. - Damaged walls and pieces: a wall, floor, door or other building piece that has been hit shows its health
under the crosshair (name on top, health below it, 2 points bigger); intact pieces show nothing extra.
Option
D - Object Health → DamagedPieces. - Ship status: while you are on a boat (steering or as a passenger), stacked above the sailing HUD: the
sail setting, then speed and heading (degrees and compass point), then wind efficiency for the sail (the
game's own formula), then your X / Z position; refreshed 4 times a second. Switch:
0 - Features → ShipStatus; position, size and lines inH - Ship Status. - /find <item>: every container around you (100 m, adjustable) holding that item glows bright red for
5 seconds (tint + emission with the same pulse as SargamAutoStore's deposit glow, in a colour of its own), and the chat says how many there are, in how many containers and how far the nearest is.
Any case, accents ignored, shown or internal item name; an exact name wins ("wood" finds Wood, not Fine
wood), a partial one finds every match ("ore" finds every ore). Searches the contents the game already
syncs (nothing sent over the network), only containers you may open, once per command; Tab suggests the
items stored around you. Switch:
0 - Features → FindItems; options inG - Find.
[1.0.1] - 2026-09-24
Bug fixes
- Teleport markers are kept only in NewtCraftHub's own file (
BepInEx/config/NewtCraftHub/teleport-markers.txt); nothing is read from other mods' folders.
[1.0.0] - 2026-09-24
Added
-
Portal items: ores, metals, dragon eggs and other restricted items go through portals, without the "cannot teleport" tooltip warning and icon. Done by answering the game's own "teleport everything" world setting for your game only, which is exactly what the portal, the tooltip and the icon read, so the three stay consistent; the game's hard block (tool tier 1000+) is kept. Switch:
0 - Features → PortalItems. -
Teleport markers:
/tp create <name>,/tp <name>,/tp delete <name>,/tp list,/tp player <name>in chat (or the F5 console). Markers keep the exact position, altitude and facing, per character and world, on this computer (BepInEx/config/NewtCraftHub/teleport-markers.txt, saved safely with a.bak). Names: any case, accents ignored, part of a name is enough, an ambiguous name is refused instead of guessing; Tab suggests markers and players./tp playerlands beside a player who shares their position on the map (loaded players first, then the map list). Shared cooldown, per-world limit, optional in multiplayer. Switch:0 - Features → TeleportMarkers; options inF - Teleports. -
Shift harvest on berry and fruit bushes: Shift + use on a raspberry, blueberry, cloudberry or other fruit bush picks every fruit bush around it, of any kind, nearest first, stamina per pick, like crops. A fruit bush is a plant that grows back and gives food; mushrooms, thistle and other plants are left alone. Option
C - Shift Harvest → BerryBushes.
Fixed (compared with Portal Ores & Teleport Markers 2.3.2 on Valheim 1.0.15)
- Its portal feature never turned on: it looks for
Inventory.IsTeleportable(), which the game replaced withIsTeleportable(bool allowAllItems)("Compatibility check failed ... No patches were applied" in the log). NewtCraftHub's portal items don't depend on that method's signature. - No second loading of the game's language files at start-up.
[0.9.0] - 2026-09-24
Added
- Area repair: repairing a piece with the hammer also repairs every damaged piece within 15 m of it
(adjustable), nearest first, up to 200 per press. Same rules as the game's repair for each piece (ward
access, its crafting station in range) without a message per piece; one repair's stamina and durability per
press, or per piece if chosen. Stays off while AzuAreaRepair's area repair is on. Switch:
0 - Features → AreaRepair; options inE - Area Repair. - Object health: the tree, log, stump, rock or ore deposit under your crosshair shows its name with its
health right below it, 2 points bigger (
Fir/47/60,Rock/3582/6500; a big rock or deposit counts every piece still standing), in the game's own hover text, coloured green / amber / red by how much is left. Max health includes the world level. Switch:0 - Features → ObjectHealth; which objects and the colours inD - Object Health.
[0.8.0] - 2026-09-23
Added
- World clock: in-game time and day at the top of the screen (24 h, 12 h or period names such as "Late
morning"), toggled with Home. Position, size, colour and text in
A - World Clock. Switch:WorldClock. - Farm grid: crops planted with the cultivator snap to an even grid lined up with the crops around them
(spacing = the room crops need to grow), with faint grid lines on the ground; hold Shift to plant freely.
Options in
B - Farm Grid. Switch:FarmGrid. - Shift harvest: Shift + use on a ripe crop harvests the crops around it, nearest first, each one costing
stamina, as many as your stamina allows. Only planted crops (the ones the scythe harvests). Options in
C - Shift Harvest. Switch:ShiftHarvest. - The farm grid stays steady while you plant: the first snap sets its origin, direction and spacing, and every next crop uses that grid, instead of rebuilding it around the nearest crop (which made it jump and change size next to fields planted by hand). It starts over for a crop needing other spacing, after 15 m, after 30 s without planting, after holding Shift, or when turning the ghost of a new field.
- Clock layout: the day on top in a smaller font (¾ of the clock size,
{3}inText), the time below it; clock font 22 → 24. Settings still on the earlier defaults are updated once. - The clock draws in plain screen pixels even if another mod leaves a scaled GUI matrix behind.
- The clock and the farm grid step aside while another clock mod (Clock, AzuClock) or farm grid mod (Venture Farm Grid, Farm Grid Remake) is active, so nothing is shown twice (logged once).
Changed
- Performance pass: cooking-station hover lines are cached per station until its data changes (every frame before), the clock's position is parsed only when settings or the screen size change, and the farm grid reuses its last snap while you aim at the same spot (re-checked 4x per second). Removed unused code.
- Mod page rewritten: introduction, new features, features (with the screenshots next to what they show), quick start, installation, configuration, all settings, compatibility, credits, developers, license, and a pointer to SargamAutoStore.
[0.7.4] - 2026-09-23
Changed
- Mod page: the crafting screenshot caption now highlights that chests up to 100 m away are used.
[0.7.3] - 2026-09-23
Changed
- Mod page: Screenshots of the workbench and crafting using chest materials and of Shift-fill
stopping at the station limit (images hosted in the public repo
newtribeiro/NewtCraftHub-media).
[0.7.2] - 2026-09-23
Fixed
- Stations filled far beyond their limit (Shift-fill put 500 wood in a charcoal kiln): when another player's game owns a station, its "how full" count only updates when that game applies each add, and the game never checks the limit there. Every press (Shift-fill, holding use, single press) now counts what is still on its way and stops at the real limit, for all stations: smelter, blast furnace, charcoal kiln, windmill, spinning wheel, eitr refinery (ore and fuel), cooking stations and ovens (food no longer destroyed for lack of a free slot) and the fermenter (a second mead base is no longer destroyed).
[0.7.1] - 2026-09-23
Changed
- Mod page: a Highlights table at the top lists every feature, with the new ones (cooking timers, shared chests, Shift-fill, F1 settings) marked; the quick start and short description cover them too.
[0.7.0] - 2026-09-23
Added
- Cooking timers: cooking stations, the iron cooking station and the stone oven show, for each item, the
time left until it is cooked and then until it burns; a stopped timer (fire out, no fuel) is marked
(no heat). Reads the progress the game already syncs, so it is right for every player. Switch:
0 - Features → CookingTimers; texts in8 - Cooking Timers.
[0.6.1] - 2026-09-23
Fixed
- Range stuck at 20 m for players who installed an early version: the default changed to 100 m in
0.4.0, but existing config files kept 20. A
Rangestill at the old default is now moved to 100 m once (a hidden9 - Internal → ConfigVersionline records it). Any other value you chose is kept.
[0.6.0] - 2026-09-23
Added
- Shared chests: several players can have the same chest open at once and take, store and drag items
in it (no more "in use"). Only one game changes the chest at a time: a click that changes it is applied
once the chest is handed over with its latest contents, so nothing duplicates or disappears. Everyone
at the chest needs the mod with the feature on. Carts and ships are not shared. Switch:
0 - Features → SharedContainers.
[0.5.0] - 2026-09-23
Added
- Shift + use fills a station: smelter, blast furnace, charcoal kiln, windmill, spinning wheel, eitr
refinery and ovens take as much as they can at once (inventory and containers). Switch:
0 - Features → ShiftFillsStations. - In-game settings (F1), also online: Official BepInEx ConfigurationManager is now a dependency and is installed with the mod.
Fixed
- Recipes unavailable at first / flickering, chests moving between players (0.4.0): every UI check asked other players' games for their chests, so two players with the mod kept taking chests from each other. Counting now never touches the network: every chest in range counts at once. Only crafting / building asks for a chest another player controls, and its items are removed once it is handed over.
- Carts and ships another player controls are no longer counted (they are never taken from their driver).
[0.4.0] - 2026-09-23
Renamed
- NewtCraftBoxes is now NewtCraftHub (Thunderstore package
Anatta_Labs-NewtCraftHub, DLLNewtCraftHub.dll, new icon). The plugin GUID and the config file name stay the same, so settings carry over; the rules filenewton.NewtCraftBoxes.ymlis imported once asnewton.NewtCraftHub.yml.
Added
0 - Featuresconfig section: one on/off line per main feature —CraftFromContainers,FeedStations,ChestContentsOnHover,ItemTooltipInfo,AvailableAmountText. The previous4 - UI → ShowAvailableAmountvalue is carried over automatically.- README / description: more features are planned, each with its own switch.
- Processing stations fed from containers: smelter, blast furnace, charcoal kiln, windmill, spinning
wheel, eitr refinery, fermenter, stone oven and cooking stations take ore, fuel, mead bases and raw food
from nearby chests (one per press, returned if unused). Switch:
0 - Features → FeedStations. - Chest contents on hover: chests, carts and ships list what they hold, with sorting (amount / name /
weight / value), max lines and customisable entry / overflow / capacity texts (
6 - Chest Contents). - Item tooltip lines: item type, tool tier, stack size, how many nearby containers hold, and optionally
the internal name for the rules file (
7 - Item Tooltip). Replaces AzuHoverStats for these; when it is still installed with the same options on, NewtCraftHub doesn't repeat them. - Editing
newton.newtcraftboxes.cfgwhile playing is applied automatically. scripts/check-api.ps1(run bypack.ps1) checks the installed game still has every member the mod uses.
Changed
- Performance: the mod no longer allocates memory on the game's inventory calls (patches take
arguments by name instead of an argument array):
CountItemsoverhead 278 ns → ~25 ns with 0 bytes, requirement checks 16 KB → 27 B per frame. WithDebugLogging, aPerf:line is logged every minute. Details indocs/PERFORMANCE.md. - Default
Rangeraised from 20 m to 100 m (existing config files keep their value). - Multiplayer: chests controlled by another player's game are requested with the game's own request and used only after they are handed over (see Fixed). Counts from those chests appear a moment later.
Fixed
- Multiplayer duplication / items reappearing: the mod used to take control of chests by force, which let a player with the chest open keep items that were never saved, and could overwrite recent changes.
- A piece could be placed for free when a chest was emptied between the requirement check and placing.
- Recipes that need only one of their ingredients no longer show as craftable from chests (the game can't craft them that way and threw an error).
- Items below the world level in chests were counted and used, unlike in the inventory.
- Rules for carts and ships now use the vehicle's name (
Cart:,Karve:…); they never matched before. - The
available/requiredtext for crafting shows the best single item quality (the game can't mix qualities in one craft) and turns red when that isn't enough. bump-version.ps1now runs the tests before bumping.
[0.3.2] - 2026-09-23
Changed
- New Thunderstore icon.
- README: quick start, in-game configuration with ConfigurationManager, config example, compatibility notes and how to find the log.
- Published on Thunderstore as
Anatta_Labs-NewtCraftBoxes.
Fixed
- Build against the real game: the mod's
Settingsclass was shadowed by Valheim's globalSettingsclass (renamed toModSettings), andContainer.CheckAccess/InventoryGui.m_currentContainerare private in the game (now accessed by reflection). - Windows builds without the .NET Framework 4.7.2 targeting pack:
NuGet.Confignow allows nuget.org so the reference assemblies can be restored. - Stubs now mirror the game's visibility and global
Settingsclass, so CI catches these errors.
[0.3.1] - 2026-09-23
Removed
- Portuguese documentation (
docs/README.pt-BR.md); the English README is the single reference.
[0.3.0] - 2026-09-23
Changed
- README rewritten: full feature description, configuration reference (every setting, rules file, built-in groups), installation with Thunderstore/r2modman and manually, troubleshooting.
- Portuguese (pt-BR) documentation added in
docs/README.pt-BR.md. - Thunderstore description updated.
Removed
- Automatic import of rules files from other mods (only files from earlier versions of this mod are imported).
[0.2.0] - 2026-09-23
Changed
- Mod renamed from CraftyStorage to NewtCraftBoxes (DLL, plugin GUID
newton.newtcraftboxes, confignewton.newtcraftboxes.cfg, rulesnewton.NewtCraftBoxes.yml, package name). - Settings and rules saved under the old CraftyStorage names are imported automatically on first start.
[0.1.0] - 2026-09-23
Added
- First version: craft, build and upgrade using materials from nearby containers (chests, carts, ships).
- Configurable range, hotkey toggle, ward / private-chest / in-use checks.
- Per-container rules file with groups and built-in groups, live reload.
- "available/required" amounts on requirement slots.
Design
- Crafting ×N consumes materials for every item crafted.
- Valheim 1.0 hidden upgrader ingredients handled by the game's own rules (upgradable items craft normally).
- Multiplayer: network ownership is taken before removing items, so items never reappear or duplicate.
- Each feature is patched independently and logs why it is disabled instead of failing silently.
- Container eligibility (range, destroyed, opened by other players) is always checked live.
- No per-frame allocations or full container scans in UI code.


