
RunicCrafting
Craft from nearby shared chests without ownership handoffs. Includes material previews, workshop permissions, nearby supply fetching, and repairs.Runic Crafting 2.2.0
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 requested during the normal craft animation; output waits for both the animation and the server's reservation. If you cancel or change the menu or recipe, the reservation is delivered as materials instead.
- One hammer click resumes placement when nearby materials arrive, including with a full backpack. Aim, snapping, and rotation remain live while the request completes; Valheim validates the current preview when placing. Changing the selected piece or tool, leaving building mode, or pressing Escape/controller B cancels the pending action. Reserved materials remain reusable in the current session 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 can recover reserved materials included in an ordinary character save, 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.
Normal Runic inventory actions, crafting, and building do not force a character save or disk-sync checkpoint. Ordinary game saves, autosaves, and their indicators keep their normal behavior. Pending receipts remain in memory and are included in ordinary character saves. A crash before the next character save can lose or duplicate recent transfers; an OS crash or power loss can also lose or reorder recent buffered server writes. Server confirmation, permissions, inventory revisions, and live request deduplication still apply.
Live world compatibility
Runic uses the current inventory on the chest's native owner as its source of truth. Chest dimensions, effective stack limits, and serialized item data come from the installed game and mods. A Runic action applies its own item or rule changes through the native inventory methods. Ordinary chest edits are no longer copied back from an independent Runic inventory ledger.
Runic Storage can display standard Container chests with their current modded dimensions. Looking inside does not wait for a transfer request. Actual shared transfers still need a network reply; this change cannot remove network latency. Runic Crafting and Runic Production do not replace ordinary chest opening when used without Storage.
Installed mods can still disagree about the same action. Mods that bypass native inventory methods, use private inventories, or alter networking may need specific integration. Compatibility with every mod or configuration is not implied. Wards, configured access rules, item protections, and available capacity still apply.
Multiplayer and upgrading
Each Runic module is independently installable; none requires another Runic module. The matching chosen modules must still be installed on the dedicated server and participating clients. This version does not restore client-only operation against an unmodded server.
Back up the world, characters, configurations, and RunicOperations folder together before upgrading. Current chest contents remain native world data. Existing links, rules, pending receipts, and undelivered legacy output are retained for recovery; do not delete the old RunicOperations folder. Old stored chest quantities and station fuel/timers are not projected over live game state. Roll back using the complete matching backup, rather than mixing old DLLs with newer saved receipts.
Normal inventory actions do not force character saves or disk-sync checkpoints. Ordinary saves persist character receipts and native world contents. Unsaved changes can still be lost or repeated after a crash. Character receipt versions 2–4 remain readable, and version 4 is written; journal versions 1–2 are readable, and version 2 is written. Older releases cannot read the new journal format.
Supported native containers keep their normal destruction and contents-drop behavior. Runic's buffered production output is also released when its station is destroyed. Saved pending deliveries resume in their original world and wait for inventory space when needed.
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.
Extended stack compatibility
Legal stacks larger than 65,535 items are supported when the installed stack mod preserves those quantities through Valheim's item serializer. ItemStacksItemWeights' extended stack metadata is honored. Configured stack limits still apply. Extended stacks do not require a companion Runic module or per-action saves. See the upgrading section for receipt and journal formats.
Runic reads the actual live chest shape, including expanded or resized standard inventories.

