
LockSmith
MOVING TO HEXIUM: final Thunderstore release, updates continue on Hexium. Share chests and doors behind your ward without adding people to it. One Lock menu (Shift+E): public/private, Join list, guests, Personal/Team chests.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
- Shift+E on the door → Enable LockSmith → Open Join.
- 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.)
- Back in the menu → Close Join when everyone's in.
- 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)
- Host sets
EnablePieceMode=trueand restarts (clients need the same mod). - Hammer → Public category: always-open clones of ward-locked chests/doors (vanilla and discovered mod pieces).
- Names append
(public)whenPublicPieceNameSuffixis 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. - Use
PublicPieceDenyList/PublicPieceAllowListto 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)(alsoHasLocalWardAccess/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.