
RunicProduction
Server-authoritative chest-linked ingredients, fuel, output, and stock replenishment for Valheim production stations.Runic Production 2.3.0
2.3.0 gameplay-first test candidate: built for focused player testing. Real-player responsiveness, shared-chest convergence and reconnect checks are pending; this candidate is not yet approved for public release.
Connect stations to nearby chests while retaining native production behavior. Runic supplies ingredients and fuel, collects the actual products, and manages explicit links and replenishment. Valheim and installed station mods control the production clock and output.
Linking controls
Point at a station, perform the gesture, then point at the destination chest and repeat it within 30 seconds. Hold Shift during both gestures to unlink.
| Gesture | Role |
|---|---|
| Alt + left mouse on station / ingredient control | Input |
| Alt + left mouse on native fuel control | Fuel Input |
| Alt + right mouse | Output |
| Alt + middle mouse | Replenishment |
Multiple chests can serve each supported role. An output chest can also supply another station. Links and replenishment plans are saved together; setup does not claim native ownership of either endpoint.
Stations and production
Smelter-family stations support input, fuel, and output. Cooking stations and ovens support input, appropriate fuel, output, and replenishment. Allowed recipe stations and fermenters support input/output/replenishment. Beehives support output; refillable fires and lamps support fuel.
Production uses the station's effective recipe quantities, fuel costs, cooking/burning thresholds, fermentation duration, and environmental checks after installed mods apply their changes. The native simulation owner runs the station clock and conditions; Runic coordinates ingredient and output transfers. Open chests remain usable by automation.
Place a physical exemplar in a replenishment chest to establish a supported target. An empty link activates when an exemplar is added. Reserves, capacity, recipe identity, access, and configured limits are rechecked before production. Output from linked stations can wait in a native-world buffer until its destination has room. If the buffer cannot accept a product, the actual dropped item remains in the world. Unlinked stations keep ordinary collection behavior.
Native station visuals and ambient processing remain active. Manual fueling, collection, and station updates use their native methods and installed patches. Turning automation off or removing its last link does not freeze an enrolled station's ordinary clock. Destroyed enrolled stations release their queued contents as ordinary ground items. Existing recovery chests can be removed without creating another chest or refunding building materials.
Settings are in BepInEx/config/chazman.RunicProduction.cfg.
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. When a compatible Runic server service is available, its shared inventory features are used. Otherwise this candidate uses native ownership and the existing local gameplay paths. Runic no longer disconnects players solely for missing or different Runic builds. Simultaneous Runic chest access and server-coordinated automation still need compatible server support; native fallback does not provide those network features. Older server releases can still enforce their own version checks.
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
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.

