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LockSmith — ⚠️ Moving to Hexium

[!IMPORTANT] DrakeMods is moving to Hexium.

0.5.0 is the final LockSmith release on Thunderstore. No new DrakeMods will be released here, and existing mods will get only limited support on Thunderstore from now on.

For the latest updates, newest versions and future mods, follow us on Hexium: 👉 DrakeMods on Hexium

These Thunderstore listings will be deprecated after this.

[!TIP]

🎨 DrakesReskinIt is finally coming, on Hexium!

Give any item a new inventory icon, a new equipped model and custom colors, then save your looks as presets. Lock down your base with LockSmith, then make the gear inside it look the part. ReskinIt runs on the same DrakeModsLibs you already have installed. 👉 DrakesReskinIt on Hexium

Share chests and doors behind your ward without putting people on the ward. Open a door or chest to the public, or give guest access to individual players. Also covers Personal/Team private chests for shared stashes.

Ward-friendly access for Valheim bases:

  • Public / private on normal chests and doors (inside wards)
  • Personal / Team on private-family chests (shared stash, no ward required)
  • Guests on ward pieces via a Join list, works similar to ward opt-in
  • Easy to clear without rebuild

Press Shift+E (the game's AltPlace key + Use) on a chest or door you have access to. A small Lock menu opens with buttons for everything. No key needed, and no combos to learn.

Requires (everyone on the server): BepInExPack Valheim, Jotunn, DrakeModsLibs

Install folder:

BepInEx/plugins/DrakeMods-LockSmith/

Version

0.5.0 — Final Thunderstore release (updates continue on Hexium). One Lock menu (Shift+E) instead of key combos, no key needed, one player in the menu at a time, Join as a menu button, Add nearby player, Yes/No popups. The Locksmith key is temporarily removed. Requires DrakeModsLibs 0.10.0+.

0.4.3 — Multiplayer RPC hardening: Join/opt-in, paste, and public/team toggles confirm and re-send until they land; fixes split guest lists between players. Requires DrakeModsLibs 0.9.7+.

0.4.2 — Soft ward-stack bridges (WardIsLove / ProtectiveWards / Arcane Ward) + Compatibility API. Requires DrakeModsLibs 0.9.7+.

0.4.1 — Multiplayer Join fix (RPC re-bind + Join toggle sync). Requires DrakeModsLibs 0.9.4+.

0.4.0 — Hammer Public tab (EnablePieceMode), RequireActiveWard, and Valheim 1.0 center-message fix. Requires DrakeModsLibs 0.9.4+.

0.3.9 — Key passes (inventory menu + Ctrl+C/V) and shared DrakeModsLibs inventory chord / tab host. Requires DrakeModsLibs 0.9.4+.

The Locksmith key

The key is temporarily removed in 0.5.0 while it's being rebuilt. Everything works without it through the Shift+E Lock menu. Key settings (UseKey, RequireKeyForSetup, EnableKeyExtras, key recipe) are kept so synced configs line up, but have no effect until the key returns.

How to use

Shift+E on a chest or door opens the Lock menu if you have access there (ward member, chest owner, or guest). No access? You won't see it, and Shift+E does the normal thing. If a door or chest shows [Join open], press Shift+E → Join access. Plain E always does the normal open.

The Locksmith key is temporarily removed (see The Locksmith key), so the Shift+E menu is the way in for everyone.

The Lock menu

The menu shows what's going on (Public / Private, Join open, guest names) and only the buttons you can use right now:

Button Who
Join access Anyone, while the piece shows [Join open]
Enable LockSmith Ward member, first time on a piece
Make public / Make private Ward member, or a guest on that piece
Make personal / Make team Private-chest owner (EnablePersonalPause)
Open Join / Close Join Ward member, or private-chest owner
Add name (nearby player) Ward member or owner, if EnableAddNearby is on
Copy guests / Paste guests Ward member or owner
Leave access Guest on that piece
Remove LockSmith… Ward member, or private-chest owner

Copied guests last for your play session.

Sharing a door or chest with someone

  1. Shift+E on the door → Enable LockSmith → Open Join.
  2. Your friend walks up and presses Shift+E → Join access. They're on the guest list and can now open it without being on your ward. (Or, if they're standing next to you, use Add name in your menu.)
  3. Back in the menu → Close Join when everyone's in.
  4. Same people on another door? Copy guests here, then Paste guests there.

One at a time

Only one player can have the Lock menu open on a door or chest. Anyone else trying the menu, Join or Paste there sees "Name is using this — try again in a moment". Opening the door or chest itself is never blocked.

Leaving

Shift+E → Leave access → Yes. The popup tells you whether you can come back (only while Join is open).

Private chests — Personal / Team

Private chests work the same way. The owner gets Make personal/team (when EnablePersonalPause is on) and Open/Close Join. Team members can open it, and use Shift+E → Leave access.

Public hammer pieces (piece mode)

  1. Host sets EnablePieceMode=true and restarts (clients need the same mod).
  2. Hammer → Public category: always-open clones of ward-locked chests/doors (vanilla and discovered mod pieces).
  3. Names append (public) when PublicPieceNameSuffix is on. A placed clone shows [Public] (PublicPieceHoverText). The hammer description is gold: always open, cannot be locked. Already-public vanilla pieces (e.g. Christmas boxes) are not duplicated.
  4. Use PublicPieceDenyList / PublicPieceAllowList to trim or force donors. The Lock menu does not manage these clones.

Config (synced)

Setting Default Notes
EnableChests on Ward public/private chests
EnableDoors on Ward public/private doors/gates
EnableGroupChests on Team sharing on private-family chests
EnablePersonalPause off Personal↔Team pause switch (keeps names); off = team-only
EnablePieceGuests on Guest ACL on ward chests/doors
EnableOptInAccess on Ward-style Join open / E to opt in
EnableManagedAccess on Master switch for the Lock menu on placed doors/chests (was EnableKeyMode; value carries over)
EnablePieceMode off Hammer Public tab: always-open chest/door clones (vanilla + mods); no key/ZDO. Restart after change
PublicPieceAllowList empty Extra donor prefab names to clone (comma-separated). Restart
PublicPieceDenyList empty Donor prefab names never cloned. Restart
PublicPieceNameSuffix on Append localized (public) to clone display names. Restart
PublicPieceHoverText [Public] Plain hover line on placed Public doors and chests. Empty uses [Public]
EnableGuestPublicToggle on Make public/private in the Lock menu without the key (ward members and guests)
EnableKeyPasses on Copy/Paste guests: menu buttons and Ctrl+C / Ctrl+V
UseKey on No effect while the key is removed. Enhanced mode: the Locksmith key exists (craftable; E with it opens the menu; hover shows guest names; stores copied guests, Ctrl+C/V). Off = simple mode: key not added to the game, Shift+E menu only. Restart after change
EnableAddNearby on Lock menu button to add the closest player (5m) to the guest list
RequireKeyForSetup off No effect while the key is removed. On = Enable / Join / Personal-Team / Paste / Remove need the key in hand
EnableKeyExtras off No effect while the key is removed. Key inventory menu: Relabel, Grab nearby, Clear names, Clone key
EnableDesignate on A piece must be enabled (Lock menu → Enable LockSmith) before other options show
RequireActiveWard on No manage/toggle on normal chests/doors unless inside an enabled ward (private chests exempt)
TeamLabelColor #FF00FF Local only — color for Team/Guests labels

With EnableKeyExtras on, the key's inventory menu uses DrakeModsLibs Integration.InventoryOpenModifier (default Shift) + right-click — shared with RenameIt when both claim an item.

Compatibility API

Optional ward / cheat mods (WardIsLove, ProtectiveWards, Arcane Ward, DevCommands, …) are soft-loaded via a CompatibilityManager. Missing mods never block LockSmith. Prefer one third-party ward stack at a time.

These built-ins are a courtesy so common packs work out of the box. They are not actively monitored against every upstream ward update. If something breaks, please open an issue with logs — I may look into it when I can. You’re also welcome to contribute a fix (pull request or your own SoftDependency bridge via the API below).

Third-party authors can register their own module without waiting on a LockSmith release:

  • SoftDependency GUID: com.drakesworkshop.locksmith
  • API: LockSmith.API.LockSmithCompatApi.Register(ICompatModule) (also HasLocalWardAccess / IsInsideEnabledWard)
  • Full guide: docs/wiki/Compatibility-API.md (also intended for the GitHub wiki)

Pull requests that add or harden a Compat/<YourMod>/ module are welcome. You’re also free to keep the bridge in your own mod with SoftDependency + Register.

Multiplayer

Required on server and all clients (EveryoneMustHaveMod). Feature toggles sync via DrakeModsLibs config sync.

What’s next

See docs/drakeVision.md.

Version Focus
0.4 Placeable public chests/doors — shipped in 0.4.0
0.3–0.4 Compatibility with devcommands mod / WardIsLove / other ward mods
Later Quest/swamp keys, deeper RenameIt, unwarded locks, Halvar chests, …

Feedback

Bug reports and “this would help our RP server” notes welcome — GitHub issues.

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