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Runic Crafting 1.0.6

Your workshop already contains the wood, stone, metal, and components you need. Moving those materials from a nearby chest into your pockets—and back again—does not make crafting more meaningful; it makes the workshop feel disconnected from its own supplies.

Runic Crafting lets crafting and building use eligible materials stored nearby. It also improves requirement information, adds configurable workshop policies, supports carefully controlled stationless building, and provides Repair All.

Major features

  • Craft recipes using carried materials first and nearby containers second.
  • Use nearby meat at cooking racks and fetch fuel for fires, refillable lights, ovens and smelters.
  • Build from eligible workshop storage without hauling every stack by hand.
  • See combined carried and nearby material availability.
  • Configure who may use a station and who may use its nearby supplies.
  • Repair all eligible inventory equipment in one action.

How it feels in-game

Your workshop behaves like one connected workspace. You stock the room, approach the bench, and make what those real supplies allow instead of performing an inventory-transfer ritual before every recipe or wall section.

Cooking and refueling from chests

Press the object's normal Use button. When you are not carrying a suitable item, Runic Crafting fetches one accepted ingredient or fuel item from an eligible nearby chest and lets Valheim perform the normal action. No Production links or replenishment examples are needed.

  • Cooking racks/ovens use their native ingredient list. Finished food is collected first; fire and free-slot checks remain in effect.
  • Fires use wood, resin-fueled standing/wall torches use resin, and other supported objects use their own fuel definitions. Normal toggle and hold-repeat behavior is preserved.
  • Keep inventory space for one fetched item. If the native action declines before consuming it, that item stays in your inventory; it is not automatically sent back or refunded after a network request.
  • This is manual loading, not background automation. Ordinary crafting at cauldrons/workbenches still uses the recipe system. Smelter ore loading and handheld torches are not part of this feature.

Both features default on. Under [Manual Interactions], configure CookFromContainers, RefuelFromContainers, and RangeMeters (default 20 metres around the object, limited by [Materials] RangeCapMeters). The master Enabled switch disables everything. Accessible chest, ward, personal-container, synchronization and item-protection checks still apply.

Install RunicCrafting on each player's client, including a listen host. A dedicated server does not need RunicCrafting for this feature. RunicProduction may remain installed; its linked automation is independent, while these actions use the normal game interaction.

Safety and compatibility

Materials are still consumed normally. Containers must be loaded, accessible, synchronized, ward-allowed, and locally owned; uncertain containers are skipped. Crafting uses short local rollback scopes rather than global locks or persistent recovery systems. It is standalone, requires only BepInEx, and supports solo, listen-server, and dedicated-server clients under Valheim's native ownership rules.

Material ownership

Crafting considers the local player's carried inventory first, then eligible nearby containers in stable distance and endpoint order. Recipe previews read synchronized inventory snapshots without taking chest ownership or changing contents. Consuming materials additionally requires current native ownership. Containers must be loaded, in range, not in use, and accessible to the player and ward. These checks apply in solo, listen-server, and dedicated-server client sessions.

An exact process-local lease removes the selected material stacks before Valheim creates the output. The lease commits after Valheim reports output or placement progress and rolls back if the action is cancelled or throws. The lease blocks only another Runic Crafting material allocation in the same process. Accessible unused chests can be claimed through Valheim's native ownership mechanism when another player owns the surrounding zone; synchronized busy chests remain excluded. It never locks unrelated inventory, tools, or other mods. There are no RPC sagas, persistent journals, join-time recovery checks, or cross-mod transaction records.

Carried-only actions stay on Valheim's normal path. Special one-ingredient recipes and no-cost mode also remain vanilla.

Workshop Access

Station Use and Local Material Use are separate policies stored in the existing station ZDO keys:

  • everyone
  • approved
  • owner
  • nobody
  • ward
  • ward.exceptions
  • group

Use runiccrafting_access show while standing at a station. The station owner may use:

runiccrafting_access station <policy>
runiccrafting_access materials <policy>
runiccrafting_access approve <playerId>
runiccrafting_access unapprove <playerId>
runiccrafting_access group <canonicalGroupUuid>

New configurations default both policies to everyone. Existing configuration values and saved station restrictions are preserved. To open an existing workshop to shared materials, its creator can use runiccrafting_access materials everyone. For stations without a saved override, set [Workshop Access] DefaultLocalMaterialUse = Everyone in the mod configuration. Ward and personal chest restrictions still apply. Anyone can inspect the nearby station's policy with show; changing it still requires the station creator and current native ownership.

Group policy is an optional integration. When Runic Portals exposes the matching preserved group record, membership is evaluated through its public reflection seam. If that provider is absent or unavailable, a Group policy denies without preventing Crafting from loading.

Building and UI

Station-gated pieces use the resolved station's native build range. Explicitly allowed stationless pieces use Crafting's bounded player-local range. Requirement rows show combined available/required counts and put the carried, nearby, total, and missing breakdown in the tooltip.

Placement costs are committed only after Valheim creates the piece or reaches its native consumption boundary. A rejected placement restores every earlier removal.

Installation

Install RunicCrafting.dll on each client that wants the features. Installing it on a dedicated server is harmless and keeps the mod list uniform, but the material feature acts only for a locally owned player and locally owned containers.

Configuration is in BepInEx/config/chazman.RunicCrafting.cfg. Changes apply at runtime.

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DatHost — Valheim server hosting, first month for one euro