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Runic Crafting 2.0.2

Craft using carried supplies and accessible nearby chests while other players use those same chests. Materials are reserved by the shared server inventory authority; crafting no longer requests a writable chest ownership handoff.

Using nearby materials

  • Craft and upgrade through the normal crafting menu. Carried ingredients take priority. Nearby ingredients are reserved before the native craft resumes; if the menu or recipe changes, the reservation is delivered as materials instead.
  • Hammer placement automatically resumes after the nearby materials are reserved, including with a full backpack. Keep the selected piece and placement position steady while the request completes. Changing the placement cancels the pending action; the saved materials remain reusable and return to your backpack when you leave building mode and space is available.
  • Supported manual cooking/refueling and confirmed Runic Agriculture batches resume automatically. Native requirements, range, terrain, stamina, tool and access checks still apply. Reconnecting delivers saved materials but does not replay an old world action.
  • Material counts are previews. Another player or production station can consume available stock before your request reaches the server.
  • Repair All, workshop permissions, station HUD, and area repair remain available. The default area-repair shortcut is semicolon.

Settings are in BepInEx/config/chazman.RunicCrafting.cfg. [Materials] RangeCapMeters defaults to 20m; stationless building and manual interactions have their own bounds. Required stations, access checks, and ordinary crafting requirements still apply.

Workshop access

Use runiccrafting_access show at a station. Its creator can set station <policy> and materials <policy>, approve/unapprove player IDs, and assign a group. Policies include everyone, approved, owner, nobody, ward, ward.exceptions, and group. Group checks require the optional Runic Portals integration.

Multiplayer and upgrading

Install matching builds and the same Runic module set on the host/server and every client, then restart them. Runic Storage supplies the shared inventory authority. Crafting and Production require Storage 2.0.2; they can be used independently of each other. A mismatched client is rejected instead of falling back to the old ownership protocol.

Back up the world, characters, configurations, and the server's RunicOperations/<world UID> folder together. The ledger is authoritative after enrollment. Do not delete it, restore only the world, or downgrade an enrolled world without restoring the matching backup. Existing native chest contents and production links are imported on first use.

Supported storage includes placed, static chests using Valheim's standard Container component and the Makail ItemDrawers adapter. Drawer assignments and large quantities are preserved; configured prefab allowlists still apply. SmartSort does not reorganize drawers. Carts, ships, graves and other custom inventory implementations retain their own interactions.

Wards, private chests, range, item identity, capacity, and configured item protections still apply. Multiple viewers do not block transfers. If a player runs out of inventory space, an accepted delivery remains pending until space is available. Reconnect to the original world to finish a pending transfer; do not remove its character receipt.

The server's ranges and access policies govern accepted operations. Keep participating clients' corresponding settings aligned so previews match server decisions.

Language and support

Keep the Translations folder beside the DLL. Missing translations fall back to English.

Runic Mods Discord · Support My Work Thanks to Megamos, Aedis, and Phoenixf for their crafting/building performance feedback.

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DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro