Valheim
You are viewing a potentially older version of this package. View Latest Version
Install with App

Details

Date Uploaded
3 days ago
Downloads
557
Size
241KB
ADDatHost Valheim hosting
30% off

ValheimUtils

AI generated. This mod is written by an AI (Claude) under human direction and testing.

Quality-of-life tweaks for Valheim. Every feature has its own switch in BepInEx/config/mh.ValheimUtilsByAi.cfg (generated on first launch). Each feature states whether it runs on the client, the server, or both.

Features

Craft without roof ([Crafting] CraftWithoutRoof, default: on)

Vanilla refuses to use the workbench, forge, stonecutter, artisan table, black forge, galdr table, food preparation table, fermenter, spinning wheel and beds without a roof, or when they are "too exposed" (not enough walls and roof around them). With this on they all work in the open: the fermenter can be filled and keeps fermenting, the spinning wheel keeps spinning, and a bed can be claimed, set as your spawn point and slept in.

Everything else stays vanilla: the cauldron and mead ketill never needed a roof and still need a fire, stations still need their extensions in range, and build pieces still need a station nearby. A bed still needs a fire nearby and no enemies around, and you can't sleep while wet, so rain still keeps you out of an open-air bed.

Side: Client. For crafting stations and beds only the player using them needs the mod. A fermenter or spinning wheel works in the open only while the game that controls it has the mod: always in single player; in multiplayer usually the first player who came near it. While a player without the mod controls it, it stalls outdoors as in vanilla, and a fermenter starts over. The server doesn't need the mod; works on vanilla servers.

Kiln wood filter ([Crafting] KilnWoodFilter, default: on)

The charcoal kiln only accepts the wood types listed in [Crafting] KilnAllowedWood (comma-separated item prefab names, default: Wood). Any other wood is refused with the vanilla "won't work" message, and pressing E with only unlisted wood in the inventory says there is nothing to process. Smelters and blast furnaces are untouched. Vanilla kiln wood: Wood, FineWood, RoundLog, Blackwood.

Side: Client. Only players running the mod are restricted; a player without it can still add any wood.

Auto storage ([Crafting] AutoStorage, default: on)

Adds AutoStorage Link input and AutoStorage Link output to the vanilla Hammer's Misc tab (copper ore and copper bar icons): tools like the Hammer's Repair entry. Free, nothing is placed.

Pick one in the Hammer menu, left-click a processing piece, then left-click any chest built by a player (wood chest, reinforced chest, black metal chest, ...; not carts, ships or tombstones). With Link input the piece takes its inputs from that chest; with Link output it puts its products into it. A piece can have several input and output chests, used in the order you linked them, and one chest can be both its input and its output. There is no pickup radius or area: you choose every connection. Click the same piece and chest again to unlink; click a chest with nothing selected to unlink it from every piece that uses it as input (or as output, with Link output). While a link tool is selected, lines show the existing links of its kind (blue for inputs, green for outputs) and a yellow line follows the selected piece. Pick any other Hammer entry to build again.

You can only link or unlink a chest you could open: a private chest only its builder, a chest inside a ward only players the ward lets in. A piece inside a ward can only be selected by players the ward lets in.

A piece with only input chests still drops or keeps its products as in vanilla, and one with only output chests still needs its inputs added by hand. A chest linked as both input and output also feeds a piece its own products: a windmill then turns oat seeds into oats and those oats into oat flour. Use separate input and output chests to keep the oats.

Piece Takes from input chests Puts into output chests
Charcoal kiln wood (respects the kiln wood filter) coal
Smelter, blast furnace, eitr refinery ore / scrap / soft tissue, coal or sap bars, eitr
Spinning wheel flax linen thread
Windmill barley, oat seeds, oats barley flour, oats, oat flour
Frigid kiln ice liquid frost
Hot tub wood -
Beehive, birds' nest, sap extractor - honey, feathers, sap
Cooking station, iron cooking station, stone oven raw food, wood for the oven cooked (or burnt) food
Frost foundry casts, liquid frost the finished weapons, armor and staffs
Fermenter base mead mead

Vanilla rules stay: fire, fuel, roof, cover and biome requirements are untouched (Craft without roof lifts roof and cover), and nothing moves while a player has the chest open. When no output chest has room, the kilns, smelters, furnaces, refinery, spinning wheel and windmill drop their products on the ground as usual; a beehive, birds' nest or sap extractor keeps filling up to its limit, a fermenter keeps its mead, and a cooking station leaves the food on the station, where it burns as in vanilla. Food that AutoStorage takes off a cooking station gives no cooking skill and no bonus portions, since no player picks it up, and frost foundry gear gets no crafter name. [Crafting] AutoStorageMaxLinkDistance (default 100 m) caps the link length. Pieces are only simulated near a player, so a chest more than roughly 64 m from its piece may not be loaded and the piece then idles.

Products that still landed on the ground (output chests full, open or not loaded at that moment) are picked up later: once a minute each piece with an output chest moves items of the kinds it makes lying within [Crafting] AutoStorageCollectRadius (default 5 m, 0 turns it off) into its output chests. Items are matched by kind, not by where they came from: a cooking station, which makes coal from burnt food, also takes coal from a nearby kiln. Items placed as decoration, such as food on tables, are never taken. A drop is only taken by the game that owns it, exactly like a vanilla pickup, and leaves the ground only as far as it went into a chest, so nothing is duplicated or lost.

In multiplayer only the game that owns a chest edits it. A linked piece asks the chest's owner to hand it over and waits until it does; the owner hands it over only while nobody has the chest open or is crafting from it, so two players never write to the same chest at once. The game that controls a piece (in multiplayer usually the first player who came near it) runs its automation with its own settings.

Links made with the single AutoStorage Link tool of 0.0.10 and earlier are removed: link those pieces again with Link input and Link output. The separate AutoStorage Hammer from earlier versions is gone: any copy in your inventory turns into its materials (3 Wood, 1 Surtling Core) when you log in or pick it up. The custom AutoStorage chest from earlier versions is removed. Empty your AutoStorage chests before updating: placed ones disappear from the world, along with their contents.

Side: Both. The mod (and Jötunn) must be installed on the server and on every client, otherwise the link tools do not exist for them and their chests are never handed over. Turning the feature off stops linking and automation; links are kept.

Auto map sync ([World] AutoMapSync, default: on)

All players share one map without building a cartography table. When you join, your explored areas and pins are sent to the server, which merges them into one shared map and sends you everything the others have found. After that your map is sent at most every 5 minutes, and only when you explored something new or added, removed or ticked off one of your own pins; the server passes whatever is new on to everyone else.

The shared map works like one cartography table that everybody writes to: shared areas show as "explored by others", death markers are not shared, and a real table still works by hand. A pin belongs to the player who placed it, and only they can remove it for everyone. If you delete another player's pin it comes back with the next sync, ticking a pin off is not passed on to players who already have it, and resetsharedmap is refilled by the next sync. Syncing never shows pin types you have hidden, and nothing is synced in worlds without a map.

Side: Both. The server and every player who wants the shared map need the mod; update the server together with the players (an older server still passes on single maps, which can remove other players' pins). The server keeps the shared map only in memory: after a restart it is rebuilt as players join, because each player's own map still holds everything that was shared before.

Feeding trough ([World] FeedingTrough, default: on)

Adds the Feeding Trough (Hammer > Storage, also under Furniture; workbench): 10 Wood, 2 Resin, a 10-slot chest. Put food in it and hungry tamed animals within [World] FeedingTroughRange (default 15 m, 1-50 m) walk to it and eat one item at a time, just like food dropped on the ground. Each animal only takes what it eats in vanilla. Big animals such as Lox and Moose use it too.

Vanilla rules stay: animals only look for food when hungry, food lying on the ground nearby is still eaten first, and nothing is taken while a player has the trough open. Untamed animals ignore the trough, so it does not tame, and summoned creatures ignore it, so they don't eat the livestock's feed. An animal only eats once it has really reached the trough (not through a gate that closed on its way) and gives up after 30 s if it can't get there. The trough is only checked when the game's own food search runs (every 10 s per hungry tamed animal), without physics queries, so idle troughs and fed animals cost nothing.

In multiplayer only the game that owns the trough takes food out of it. An animal controlled by another player's game waits at the trough and asks the owner to hand it over; the owner hands it over only while nobody has the trough open, so two players never change the trough at once.

Side: Both. The mod (and Jötunn) must be installed on the server and on every client, otherwise the trough does not exist for them and is never handed over. Animals are simulated by a nearby player's game, so that player needs the mod for feeding to happen. Turning the feature off keeps the trough craftable but animals stop using it.

Switch Forsaken power anywhere ([Combat] ForsakenPowerAnywhere, default: on)

The Escape menu gets a button below Settings that shows the current power (e.g. Forsaken power: Eikthyr). Each click switches to the next Forsaken power, wherever you are. It works like using a guardian stone: it only changes which power F will use. A power that is already running keeps going and the cooldown is not reset, so switching can't skip the cooldown.

You can only pick powers this character has already selected at a guardian stone at least once (the game remembers them). Only powers whose boss has been killed in the current world are offered (a trophy carried in from another world does not count). New powers still have to be unlocked at the stones as usual. The button is hidden until you have picked at least one.

Side: Client. Other players and the server don't need the mod.

Auto repair at crafting stations ([Crafting] AutoRepair, default: on)

Opening a crafting station (workbench, forge, black forge, ...) repairs every worn item in your inventory (equipped or not) that the station can repair, all at once with a single repair sound, so you no longer click the hammer button once per item. Torches can't be repaired, as in vanilla. Which station repairs which item, the station level requirement and the crafting skill gain are vanilla too.

Side: Client. Other players and the server don't need the mod.

Larger crafting station build range ([Building] StationBuildRange, default: on)

You can build farther from a workbench, forge or other crafting station: its build range is raised to [Building] StationBuildRangeMeters (default 40 m; vanilla is 20 m, artisan table 40 m, max 64), and the circle shown around the station grows with it. The setting never shrinks a range, so the artisan table only gains above 40 m. As in vanilla, removing and repairing pieces use the same range, measured horizontally from where you stand. Changes apply within two seconds. Any bonus from station upgrades, the station's own area effect, crafting distance and upgrade rules stay vanilla.

Side: Client. Only the player who builds needs the mod; other players and the server don't.

Faster loot from dead creatures ([Combat] FastCorpseDrop, default: on)

A killed creature's body vanishes in a puff and drops its loot after [Combat] FastCorpseDropSeconds (default 0.5 s, range 0.1-10) instead of lying there for several seconds. Bodies that vanish sooner in vanilla are left alone, and the loot itself, the death animation start and the puff effect stay vanilla. Player bodies and bosses keep the vanilla timing. Creatures that leave no body, such as skeletons, blobs, Seekers, Bonemass, Moder and the Queen, already drop their loot instantly, so nothing changes for them. When Thungr falls in the Zil & Thungr fight, his trophy drops at once as in vanilla; only his body vanishes sooner.

Side: Client. It applies to creatures your game controls when they die: always in single player; in multiplayer usually the ones near you. Other players and the server don't need the mod; a body controlled by a player without it keeps the vanilla delay.

Craft and build from nearby containers ([Crafting] CraftFromContainers, default: on)

Crafting, upgrading and building count materials in chests built by any player within [Crafting] CraftFromContainersRadius (default 15 m) of you. Your own inventory is used first, then the chests. The requirement numbers in the crafting panel and build menu show what you have (inventory plus chests) and what is needed, for example 25/10, and stop flashing red when the chests have enough.

What stays vanilla: carts, ships, tombstones, feeding troughs, other players' private chests and chests behind a ward you can't use are ignored. The item you upgrade must still be in your inventory. Recipes that take only one of several ingredients still use your inventory only, and their amounts don't count chests. Recipe discovery still comes only from what you carry, and no-cost mode never touches chests.

Multiplayer: materials are only taken from a chest while your game holds it, so nothing is duplicated or lost. When you click Craft or pick a build piece, your game asks for the chests holding its materials, the same way the game asks when you open a chest. A chest another player has open is not counted until they close it. If another player is crafting from a chest you need, your craft says "Chest busy, try again" and takes nothing; a build click that needs a chest your game doesn't hold yet says "Fetching materials, click again". The next try works.

Side: Client. Works for you alone; nobody else needs the mod (owners without the mod hand chests over through the vanilla open request).

Comfort range ([Building] ComfortRange, default: on)

Beds, chairs, rugs, banners, fires and every other comfort piece count towards your comfort level from up to [Building] ComfortRangeMeters away (default 20 m; vanilla is 10 m, max 64). Which pieces stack, their comfort values and the shelter requirement stay vanilla. As in vanilla, pieces count through walls and floors, from any player, and meads count as a chair. Resting still starts only near a burning fire, sitting or under a roof; the longer range only raises the comfort level, which sets how long Rested lasts.

Side: Client. Only players with the mod get the longer range; the rested buff itself is unchanged for everyone else.

Station extension range ([Building] ExtensionRange, default: on)

Chopping blocks, tanning racks, bellows, anvils and every other station extension upgrade a crafting station from up to [Building] ExtensionRangeMeters away (default 10 m, max 50; vanilla is 2-5 m depending on the extension, and the setting never shrinks it), and the hammer lets you place them that far from the station. As in vanilla, one extension upgrades every station of its kind within range, each type counts once per station, and extensions still need their vanilla spacing from each other. Distant extensions also give the vanilla upgrade bonus: each extension type adds 3-4 m to the station's build radius and to the area around it where enemies don't spawn (the cauldron has only the build radius).

Side: Client. Every player who wants the higher station level or the relaxed placement needs the mod; the station level is computed on each client.

Portal map travel ([World] PortalMapTravel, default: on)

Stepping into any portal opens the large map with a portal pin for every portal in the world, named by its tag. Click a pin to travel there; close the map to stay. Portal tags and connections no longer matter, so a single portal per outpost is enough. Everything else stays vanilla: the same item restrictions ($msg_noteleport), the NoPortals / NoBossPortals world modifiers, the loading screen and the exit spot in front of the target portal. The map pins are temporary and never saved. They use their own portal icon, pulse gently, stay drawn above every other pin and ignore the map's icon filter. Because one portal now reaches every other, the portal and the stone portal cost more: [World] PortalCostMultiplier (default: 1.5, range 0.1-10) multiplies every material, rounded up, so the portal takes 30 fine wood, 15 greydwarf eyes and 3 surtling cores. Set it to 1 for vanilla prices. The new price applies to portals built from then on; destroying a portal refunds the price at the time the world loaded, so a portal built before the change can refund more than it cost. Without a map (the NoMap world modifier or the nomap console command) portals keep their vanilla tag links. Pins can only be picked with a mouse: on a controller, stepping into a portal currently just opens a map you cannot pick from, so turn the feature off to keep vanilla portals.

Side: Both. The client part works alone but only shows portals your game has already seen; with the mod on the server every portal in the world is listed. Other players without the mod keep vanilla portals. The build price is checked by each player's own game, so every player pays the price from their own config, and players without the mod pay the vanilla price.

Farm everything ([World] FarmEverything, default: on)

Wild raspberry, blueberry, cloudberry and lingonberry bushes, the four mushrooms (incl. Ashlands smoke puffs), thistle, dandelion and Ashlands fiddlehead can be taken home. Magecap and Jotun puffs stay vanilla (already farmable). With the Cultivator out, look at one and press the Remove button (middle mouse, hammer "remove" bind): the plant is uprooted and drops one seed item (for example Raspberries seeds, with the berry icon; not edible), plus its harvest if it still has one. Uprooting costs stamina and Cultivator durability, like removing a piece with the hammer. Each seed is a new Cultivator piece (Raspberries plant, ...), placed on cultivated ground like any sapling. A planted one starts bare (mushrooms, thistle, dandelion and fiddlehead as a small version of the plant) and grows its harvest after [World] FarmEverything<Prefab>Minutes (1 to 10000; defaults: 450 for berry bushes and fiddlehead, 360 for mushrooms, thistle and dandelion, i.e. 1.5x the wild 300 / 240), then regrows at that pace after every pick. The harvest itself is vanilla. Uproot a planted one with the Cultivator to get its seed back; for planted berry bushes, hammer remove refunds it too. Unlike saplings, planted ones are never raid targets and grow in any biome without needing free space around them, and the minutes setting of their owner (the player whose game is simulating them) decides the regrow time. Wild plants and their respawn are untouched unless you uproot them.

Side: Both. The mod (and Jötunn) must be installed on the server and on every client: the seeds and planted pieces are new prefabs, and players without them see errors. Turning the feature off stops uprooting and hides the pieces from the Cultivator; already planted ones keep growing on their configured time.

Plant growth timer ([World] PlantGrowthTimer, default: on)

Hovering a planted sapling (carrots, turnips, onions, barley, flax, trees, Mistlands mushrooms, ...) adds a line under the vanilla "( Healthy )" text: grows in 1h 05m. Planted bushes and mushrooms from Farm everything show <name> and the same line while they are bare (vanilla shows nothing there). Wild plants are untouched. The time is the real growth time of that exact plant, so it already includes the random part of the vanilla grow time.

Side: Client. Only you see the text; other players do not need the mod.

Install

Drop ValheimUtilsByAi.dll into BepInEx/plugins or install with a mod manager. Requires Jötunn.

Thunderstore development is made possible with ads. Please consider making an exception to your adblock.