Kynda
Load a smelter, kiln or fire several at a time. Fewer trips; the same metal out.Kynda
Load a smelter, kiln or fire several items at a time instead of one per press, and build two pieces that make a smelter or a charcoal kiln hold more.
Kynda never changes throughput. m_secPerProduct and m_fuelPerProduct are untouched, so
twenty iron takes the same time and burns the same coal whether it went in as one load or
seven. What changes is how often you walk back to the station.
Built against Valheim 1.0.7, Unity 6000.0.75, BepInEx 5.4.23.5, Harmony 2.9.
Features
- Hold a modifier key (Shift by default) while adding ore, coal or wood and three go in instead of one.
- Works on every station with a
Smeltercomponent: smelter, charcoal kiln, blast furnace, windmill, spinning wheel, eitr refinery, and any modded station built on the same class. - Works on fireplaces that can be refilled: campfire, hearth, bonfire, standing torches.
- The station's hover text shows the modifier, so the feature is discoverable without reading this file.
- Two buildable upgrades, the Tun and the Woodrack, that raise the capacity of a smelter or a charcoal kiln standing next to them.
- Everything is configurable: the key, the batch size, the upgrade costs, which stations they serve, and how much capacity they add.
Batching
Hold the modifier and press Use on the station.
| Station | What goes in | Default per press |
|---|---|---|
| Smelter, blast furnace, eitr refinery | ore on the ore switch, coal on the wood switch | 3 |
| Charcoal kiln, windmill, spinning wheel | wood or its own input | 3 |
| Campfire, hearth, bonfire, torch | logs | 3 |
Some details worth knowing:
- The modifier is held rather than toggled, so a plain press stays vanilla and you can still
top up a nearly full smelter with one last ore. Set
BatchModifiertoNoneif you would rather batch every time. - Batching runs after the game's own add has succeeded, so vanilla decides whether the first item is allowed at all. Wrong item, empty hands, full station: nothing happens, same as before.
- Holding Use on a fireplace to refill it repeats on the game's own timer and is not batched. A single press is.
- Pressing Use on a fireplace that is lit and can be turned off is a toggle, not a refill, so it never takes logs.
- Set
SmelterItemsPerAddorFireplaceItemsPerAddto1to restore vanilla for either half.
The upgrades
Two buildable pieces, on the hammer's Crafting tab, marked with the upgrade star. Both need a Forge in range to build, because both are held together with nails.
| Piece | Cost | Serves | Capacity |
|---|---|---|---|
| Tun | 20 Fine wood, 15 Iron nails | Smelter | 10 ore becomes 30, 20 coal becomes 60 |
| Woodrack | 25 Fine wood, 20 Deer hide, 25 Bronze nails | Charcoal kiln | 25 wood becomes 50 |
Build one within 4 metres of the station it serves and the station's capacity goes up. The coal figure is twice the ore figure because a smelter burns two coal per ore; matching them would run the fuel out with a third of the ore still queued.
One per station. A second Tun beside the same smelter adds nothing, and says so in its hover
text rather than sitting there looking broken. Raise MaxPerStation if you want them to
stack.
Look at an upgrade and it draws the game's own station-link effect to the station it is feeding, the same run of motes a chopping block draws to its workbench. That is how you tell which piece belongs to which station in a row of eight. An upgrade that is not next to anything it can serve says so in its hover text.
Each piece serves exactly one station prefab by default: smelter for the Tun,
charcoal_kiln for the Woodrack. Blast furnaces, eitr refineries, windmills and spinning
wheels are left alone. Both lists are config, so adding a modded station is a line in the
.cfg rather than a rebuild.
The models are plain .obj files read from beside the DLL at runtime, with a .col sidecar
for collision and an _icon.png for the hammer icon, matched by filename. Rejected designs
live in assets\variants\ and are not deployed; copy one up into assets\ and point
Model at it to try it.
The upgrades register prefabs, and that is permanent. Valheim keys a placed piece on its prefab name hash and discards any saved object whose name no longer resolves. Loading a world without Kynda, or joining a server that does not run it, deletes every Tun and Woodrack standing there without an error. See Multiplayer below for what prevents that.
Turning Enabled off is safe: since 1.1.0 it only hides the pieces from the hammer and
leaves the prefabs registered, so anything already built keeps working.
Installation
Requires BepInEx 5.4.2350. BepInEx 5 only; this will not load under BepInEx 6.
Mod manager: install Kynda from Thunderstore.
Manual: drop the contents of plugins/Kynda into
<Valheim>\BepInEx\plugins\Kynda\. The .obj, .col and .png files have to sit beside
Kynda.dll or the upgrades fall back to the donor prefab's look and icon.
Longhouse Core is optional but recommended on any server. Kynda works without it.
Configuration
BepInEx\config\ezomic.valheim.kynda.cfg, written on first run.
BepInEx writes every entry to disk the first time the plugin runs, and the saved value beats
a new default in code. If a setting appears to do nothing after an update, check the .cfg.
[Batching]
| Key | Default | Effect |
|---|---|---|
BatchModifier |
LeftShift |
Hold while interacting to batch. None makes batching unconditional. Read through Unity's legacy input, so use a keyboard key |
SmelterItemsPerAdd |
3 |
Ore or coal per press at any Smelter-based station. 1 restores vanilla |
FireplaceItemsPerAdd |
3 |
Logs per press at a fireplace. 1 restores vanilla |
[Upgrades]
| Key | Default | Effect |
|---|---|---|
Enabled |
true |
Whether the two upgrades appear on the hammer. Off hides them from the next world load; it does not delete what is built |
Donor |
piece_chest_barrel |
Prefab cloned for its machinery (ZNetView, Piece, WearNTear, placement rules). Its look, collision and icon are all replaced, so this is not a visual choice. Falls back to piece_chest_wood. Needs a restart |
Station |
forge |
Crafting station you must stand near to build them. Empty or an unknown name leaves the donor's, which is the workbench |
Range |
4 |
How close an upgrade must be to the station it feeds, in metres |
MaxPerStation |
1 |
How many upgrades of one kind count for a single station |
TexelsPerMetre |
28 |
How coarse the borrowed texture is drawn. Vanilla props and piles run 24 to 54; higher eventually reads as flat colour |
ShowLink |
true |
Draw the station-link effect when you look at an upgrade |
LinkHeight |
0.8 |
How far up the upgrade the link starts, in metres |
[Trough] (the Tun)
The section header is still [Trough]. Renaming a config section resets every saved value
under it, so it stays as it is.
| Key | Default | Effect |
|---|---|---|
Name |
Tun |
Name on the hammer and in hover text |
Stations |
smelter |
Station prefabs this upgrades, comma separated |
Cost |
FineWood:20,IronNails:15 |
Build cost as Item:Amount pairs |
Model |
kynda_tun_camp.obj |
OBJ loaded from beside the DLL, with its .col and _icon.png matched by name |
Scale |
1.0 |
Overall size. Scales collision with it |
SkinDonors |
@fi_village_wood:keep,coal=@coal_pile:keep,ore=@copper_ore:0.02/0.30/0.46/0.22 |
Which vanilla prefab or material each mesh group borrows its surface from. A bare name covers the whole piece; group=prefab overrides one group |
OreCapacity |
20 |
Extra ore a served station holds per Tun |
FuelCapacity |
40 |
Extra coal a served station holds per Tun |
[Woodrack]
| Key | Default | Effect |
|---|---|---|
Name |
Woodrack |
Name on the hammer and in hover text |
Stations |
charcoal_kiln |
Station prefabs this upgrades, comma separated |
Cost |
FineWood:25,DeerHide:20,BronzeNails:25 |
Build cost as Item:Amount pairs |
Model |
kynda_rack_camp.obj |
OBJ loaded from beside the DLL |
Scale |
1.0 |
Overall size |
SkinDonors |
@wood_item:keep,frame=@woodwall:keep,roof=@straw_roof:keep,roofalpha=@straw_roof_alpha:keep |
As above |
OreCapacity |
25 |
Extra wood a served station holds per Woodrack |
There is no FuelCapacity here. The Woodrack only serves stations with no fuel slot, so it
would be a setting that could never do anything.
[Diagnostics]
| Key | Default | Effect |
|---|---|---|
TestMode |
false |
Both upgrades cost one wood, so they can be built without bronze or iron. Logged loudly at startup |
Verbose |
false |
Log each batched add |
VariantMode |
false |
Put every model in assets\ on the hammer as its own piece at one wood each, named var: ..., to compare them side by side. Destructive when turned off: each variant is a registered prefab, and anything built from one vanishes when its name stops existing |
SkinTrials |
(empty) | Comma-separated donor prefabs. Puts one copy of each upgrade on the hammer per donor, named skin: .... Same destructive warning as VariantMode |
DumpShader |
false |
List every property of each borrowed material's shader, with its type |
PrefabSearch |
(empty) | Comma-separated words. Every loaded prefab whose name contains one is listed in the log. Scans everything loaded, so empty it again when you are done |
DonorCarrierLocations |
Vendor,Hildir |
Fallback only. Location prefabs to stream in if a donor material cannot be loaded directly by name. Blank turns the fallback off |
Multiplayer
Install Kynda on the server and on every client. The version has to match.
With Longhouse Core installed,
Kynda registers at Requirement.Everyone: Core checks each client's Kynda version and build
id on connect and the server rejects a client that does not match. Core also applies the
host's Kynda config to connected clients in memory, without writing to the client's own
config file, so a server's capacity figures and batch sizes are the ones in play.
BatchModifier is exempt from that, because a key binding is personal.
Without Core, Kynda still works and logs a warning at startup. Nothing then stops a client that lacks the mod from connecting, and that client will discard every Tun and Woodrack in the world it loads. Run it ungated on a world you control, not on one you share with people.
Compatibility
- Batching hooks
Smelter.OnAddOre,Smelter.OnAddFuel,Fireplace.UseItemandFireplace.Interactas postfixes, and the capacity component is attached to every prefab carrying aSmelter. Another mod that adds a Smelter-based station is picked up automatically. - Another mod that changes a station's
m_maxOreorm_maxFuelon the prefab will conflict. Kynda captures the base values inAwakeand recomputes from them every three seconds. - Kynda does not touch smelting speed, fuel cost or conversion recipes, so it composes with mods that do.
Known limitations
- Repeated presses can overshoot a station's queue. The capacity check reads the queue size from the station's network object, which updates after the add rather than during it. One batched press stops at capacity correctly. Pressing again before the station has caught up can push the queue past its maximum, and the game does not clamp the ore queue on its own side. Reported on smelters and blast furnaces. Not fixed yet.
- Uninstalling Kynda from a world that has Tuns or Woodracks in it deletes them permanently. Break them down first if you want the materials back.
Troubleshooting
No [Shift] x3 line on a station's hover text. Check BepInEx\LogOutput.log for a line
from Kynda saying which reflected game members are missing. If a game update renames a
private method Kynda uses, batching is switched off at startup and says so rather than
throwing later.
The upgrades are not on the hammer. Valheim hides a piece whose materials you have never
picked up, rather than greying it out. On a character that has never held bronze the Woodrack
is simply absent. TestMode drops both to one wood if you want to check they registered.
An upgrade is next to its station and nothing changed. Check the range (4 metres by
default), that the station is one named in that piece's Stations list, and that there is
not already a closer upgrade of the same kind counting for it. The hover text says which of
those it is.
The Tun is magenta or wearing the wrong texture. It borrows materials the game streams in on demand. They are loaded by name, and there is a fallback that summons the carrier location. Both are logged. A dedicated server skips skinning entirely because it draws nothing.
A config change did nothing. BepInEx already wrote that key to the .cfg, and the saved
value wins. Edit the file.
Bug reports
Report in the Discord or on the issue tracker. Please include:
BepInEx\LogOutput.log- Whether you were on a server or in single player, and whether Longhouse Core was installed
- Your
ezomic.valheim.kynda.cfg - For anything involving a station or a piece, its prefab name
AppData\LocalLow\IronGate\Valheim\Player.logif a vanilla mechanic broke. Gameplay exceptions land there, not in the BepInEx log
Discord
discord.gg/hJzAVaZ5wb for mod information, updates, support, bug reports and compatibility questions.
There's also a small EU server running the pack if you want somewhere to play. Details are in the Discord.
Design notes
Why the upgrades are buildable pieces rather than a level on the smelter, how batching rides
the game's own add, why the Tun still answers to the [Trough] config section, and how the
surfaces and the link effect are borrowed: DESIGN.md.
Building
dotnet build
Targets net462. Game assemblies are referenced by HintPath from the Steam install; no NuGet
packages. Output deploys to the repo-local testprofile\ by default, or pass
-p:ProfileDir= to deploy elsewhere.
Part of Longhouse
Kynda 1.1.0 is included in the Longhouse modpack. It behaves exactly the same installed on its own.
Licence
Kynda is an original mod by Robbin Thijssen (Thijssen Software). Copyright (c) 2026 Robbin Thijssen. MIT licensed, see LICENSE.


