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Vaettir

Plant an ancient seed in the Black Forest and it grows on greydwarf deaths instead of on a timer. When it opens, a forest spirit rises out of it and folds itself into a heartwood you carry away and build into a stowing post: a shallow container that hands its contents to the chests around it, sorted by rules you set on each chest.

The same DLL also carries two mods that used to ship separately: Stow, which is the post and the chest sorting, and Furrow, which is the cultivator's planting grid and area harvest. Wild plant transplanting and a bonemeal recipe are here too.

Features

  • Ancient sapling. Planted with the cultivator, fed by greydwarf kills within 24m, and it calls greydwarfs to itself in waves while a player is nearby. It has 500 health and can be destroyed.
  • Forest spirit and heartwood. One spirit per sapling, one heartwood per spirit.
  • Stowing post. A 6x2 container on the hammer's Furniture tab. Drop things in, close it, and a spirit flies them to the chests that asked for them.
  • Chest rules. A Holds… button in every chest window. Chests hold groups (ore, fuel, seeds, building materials) or single items, and can refuse things.
  • Post upgrades. Three pieces you build on the ground beside a post, the way a chopping block stands beside a workbench. A creel rail makes it hold what a reinforced chest holds and carry 20 items a trip, a spirit perch flies a second spirit, and a hod jib lets a crafting station near the post build out of the chests around it.
  • Planting grid. From Farming 10 the cultivator's ghost snaps to a lattice so hand-placed beds come out in rows. A ring shows whether a sapling will actually have room.
  • Area harvest. From Farming 15, Shift+E on a ripe crop picks its neighbours too, reaching further as Farming rises. Plain E still picks one.
  • Transplanting. Dig up wild berry bushes, thistle, dandelion and mushrooms with the cultivator and carry them somewhere else. Gated on Farming, one plant at a time, and the world's plant count never changes.
  • Bonemeal. Two bone fragments and an entrail make five at the workbench. A fed crop yields three times when picked and trains Farming.
  • Multi-seed sowing. Sow a row or a circle per click, scaled by Farming. Off by default.

The ritual

  1. Kill greydwarf brutes and shamans until one drops an ancient seed. Vanilla loot, and nothing here changes the drop.
  2. Plant it with the cultivator, in the Black Forest, at least 5m inside the biome and outside anybody's base. The refusal message says which of the two stopped you.
  3. Kill greydwarfs within 24m of it. Greydwarf 1 point, shaman 3, brute 4, greyling 0, and 50 points opens it. Only the nearest sapling is fed by a kill.
  4. You do not have to go looking for them. A planted seed calls greydwarfs in from 25 to 40m out, 2 to 5 at a time, every 20 seconds falling to every 6 as it fills. Everyone within 48m is told once that the forest is enraged. It only calls while a player is within 48m, and it stops calling if a base grows around it.
  5. Defend it. 500 health is about ten hits from a brute, and the seed is not refunded if it dies. It says when something is hitting it and when it is gone.
  6. When it opens a forest spirit rises out of it. Press use once and it folds itself into a heartwood.
  7. Build a stowing post: 40 fine wood, 20 bronze nails and 1 heartwood, hammer, Furniture tab. Taking the post down gives the heartwood back.

The sapling's hover text carries its stage and its exact count, so rooting ( 18 / 50 ) tells you what is left. It looks the same the whole way through, so the hover text is the only thing that reports progress. It is pinned on your own map while it stands, and the pin comes off when it opens or dies.

The stowing post

The post is a real container, 12 slots, and it empties when you close its window rather than continuously, so two half-stacks dropped in can merge first. A spirit then carries the contents out 10 items per trip, flying in an arc over whatever is in the way, and re-checks every three seconds until the post is clear. Turn CarrierEnabled off and the post moves everything the instant you close it. The sorting is identical either way.

Anything with no home stays in the post. Its hover text separates the two cases: waiting means a home exists and the spirit has not got there yet, with nowhere to go means no chest in range wants it.

Telling a chest what it holds

Chest windows get a Holds… button under the game's own Stack all. The post has no button of its own because it distributes outward, so the rules live on the chests. The panel offers groups and single items, a search box for naming an exact item, and a Learn from contents button that reads the chest's current contents into a rule. Clicking a group cycles it through ignored, holds and refused, and shift-clicking a search result refuses that item instead of holding it, so "ore, but never tin" is two presses. A chest with a rule says so in gold in its hover text.

The rule is stored on the chest itself, so it saves with the world, travels to everyone on a server without any syncing of ours, and disappears when the chest is torn down.

Groups are derived from the game's own data at runtime, not from a list in the mod:

Group Members
Ore whatever any smelter accepts
Bars & ingots whatever any smelter produces
Fuel whatever burns in a smelter, kiln, cooking station or fireplace
Wood whatever a charcoal kiln eats
Raw food whatever a cooking station accepts
Cooked food anything that fills you up
Mead & potions whatever a fermenter takes or produces
Seeds & crops whatever the cultivator's pieces cost
Building materials whatever the hammer's pieces cost
Crafting materials item type Material
Weapons & armour equippable gear, tools and torches
Ammo, Trophies, Fish, Valuables by item type

A mod that adds black metal ore or a new crop lands in the right group without this mod knowing it exists. Groups that end up empty are not drawn.

How an item picks its chest

Every item asks which chest wants it most, rather than every chest being asked what it wants. The order is: a chest naming that exact item, then one holding a group it belongs to, then one set to "Anything else", then a chest with no rule at all that already holds some of that item (MatchContents, which is what makes the post useful before you have configured anything). Ties go to the nearer chest, and a chest you have given a rule never falls into that last tier.

The post skips chests that are out of range, warded against you, set to anything but Public, open by anyone, on a cart or a ship, and other stowing posts.

Post upgrades

Three pieces, on the hammer's Furniture tab beside the post itself, each built on the ground within 5m of a stowing post. That is not a new idea to learn: a chopping block stands beside a workbench and this works the same way, down to the run of motes - the game's own station-extension effect, borrowed rather than imitated - that tells you which post a piece is feeding when you look at it. Each one serves the nearest post in range and exactly one post, and a second piece of the same kind beside the same post says so in its hover text rather than quietly doing nothing.

Piece Cost What it does
Creel rail 25 fine wood, 10 iron nails, 8 leather scraps The post holds 6x4 instead of 6x2 - exactly a reinforced chest - and its spirit carries 20 items a trip instead of 10
Spirit perch 1 heartwood, 25 fine wood, 6 iron nails, 6 silver Two spirits fly from the post instead of one
Hod jib 1 heartwood, 35 fine wood, 10 iron nails, 2 chain A crafting station within 20m of the post can build out of the chests around that post

The rail asks for no heartwood on purpose - it is joinery, and it is the one upgrade you should be able to build the same evening you build the post. The other two each house a heartwood and you can see it sitting in the piece, lit, from across the room. All three are recoverable: taking one down hands everything back, heartwood included.

Nothing about the upgrades is written down anywhere. Build a rail and the post grows in the same second; break it and it shrinks again. There is no flag on the post saying "upgraded" that could outlive the piece that justified it, and a post loaded into a world works it out again from the pieces that are actually standing there.

Taking a rail down spills what will not fit

Taking a rail down takes twelve slots off a post that had things in them, and what happens to those things is the one part worth stating plainly: anything that still has a slot keeps it, and the rest lands at the post's feet. The same thing breaking a chest does, and for the same reason - a post that refused to shrink until you emptied it would be a post whose size did not mean what it said, and you would find out which by looking at a hover line rather than at the post.

The same rule covers the config: lowering RailWidth does not narrow a post that still has a rail beside it. Break the rail and build it again to apply a new number.

The bench service

The hod jib is the one that changes how crafting behaves, so it has the most to say about itself.

While you are standing at a crafting station that is within HodRange (20m) of a post carrying a jib, the crafting panel counts the material in the chests around that post as well as what is in your pack, and crafting spends out of them. A requirement line shows what you are carrying against what the recipe costs, then what the chests add in blue: 24/40 +169 is 24 wood in your pack, 40 needed and 169 more in the chests. A material the chests hold none of keeps the game's plain number. There is no keybind and no panel; it is the crafting window you already use.

Three things are deliberate and you will notice all of them:

  • Range is measured from the post, not from you. The post does not move, so the set of chests being counted is the same at the start of a craft and at the end of it whatever you do with WASD in between, and a bench that worked a moment ago cannot stop working because you took half a step. With no station selected the whole thing is shut.
  • Crafting is instant. The material leaves the chest at the moment you craft. The spirit that then flies from the chest to the bench is purely for show - it is carrying nothing, it cannot deliver anything, and the item was already made. Turn it off with ShowFlight.
  • Benches only. Not the hammer, not smelter or kiln fuel. Building from chests is a different mod with a different answer; this one is the crafting panel.

The boss rule. A material is only served out of a chest if the biome it comes from has had its boss killed: Eikthyr opens the Meadows, the Elder the Black Forest, Bonemass the Swamp and the Ocean, Moder the Mountains, Yagluth the Plains, the Queen the Mistlands, Fader the Ashlands, and the Frozen King the Deep North. Before Eikthyr the jib does nothing at all; by the Frozen King it does everything. This is what keeps the convenience from running ahead of the game - a chest full of black metal is not a shortcut past the Plains - and it is why the build-menu description names it. A jib that seems to be doing nothing is usually a biome you have not earned yet rather than a broken piece.

Which biome an item belongs to is derived from the world rather than listed: where it grows, what drops it, and what recipes it feeds into. AllowUnclassified decides what happens to anything that lands in none of those, and BiomeOverrides is where you correct one by hand.

Farming

Grid. With the cultivator out and a plant selected, from Farming 10, the ghost snaps to a lattice spaced by the plant's own grow radius. The lattice is drawn on the ground before you plant. The mouse wheel turns it in 22.5 degree steps, GridPinKey (numpad period) anchors it where you are standing, and holding the game's AltPlace key (Shift unless you rebound it) plants free of the grid entirely. One seed per press throughout: the skill unlock is alignment, not quantity.

Which grid a plant lands on is read off the ground. Next to plants that are already in, it continues their rows, whatever crop they are, as long as they are spaced the same. Carrots, turnips, onions, barley and flax have all measured at the same spacing, so a field of them is one grid. If the plants nearby disagree, the rows most of them sit on win, so one plant put down by hand cannot pull a bed out of line. On open ground a plant goes on one grid shared by the whole world, which is why two beds planted a week apart still line up. Turn GridShared off to have the first plant go exactly where you aim instead.

A bed keeps its angle as well as its rows. Once two plants stand in line, turning the grid beside them changes nothing there, and the message says so. Your angle still applies on open ground and to a single plant, which the grid then turns around. To start rows at a new angle right next to a bed, pin the grid.

A sapling that has already grown into a tree does not count, because the game cannot tell it from a wild one. A new sapling beside it still lines up if both were planted on open ground, since they were then on the shared grid. Wild mushrooms, thistles and berry bushes do not count either, even the ones Thicket can grow from a transplant. Anything the world spawns by itself is left out.

When the grid moves a plant, the game's own checks run again where it will land. A carrot that would snap off the tilled ground, or into someone's ward, turns the ghost red and is refused with the game's usual message, rather than being planted and lost at its first growth check.

A ring at the plant's grow radius shows green when it would have room and red when it would not. The game itself does not check this at placement time. It checks ten seconds later, and a sapling with no room turns unhealthy or deletes itself with the seed already spent.

Area harvest. Shift+E on a ripe crop from Farming 15, reaching 2m at 15 and 8m at 80, up to 50 crops per press. Only crops are taken, meaning the grown stage of something plantable, read off the game rather than listed in the mod. Wild berries, mushrooms, thistle and dandelion are never touched. By default only the crop you clicked is taken, so a mixed bed comes off a kind at a time. Every neighbour goes through vanilla's own Interact, so skill gain, the level bonus roll, drop scaling and ownership are identical to picking each by hand.

Transplanting. Select Transplant on the cultivator, where it sits beside the crops, and click a wild plant. It comes up into your arms, no item and no inventory slot. While carrying you can walk but not run, jump, attack, use the hotbar or equip anything. Click open ground where that kind grows to plant it, or press R to set it down where you stand regardless of biome. Dying or logging out plants it at your feet. The same grown bush goes back down, picked-empty because its berries dropped into your hands at the dig, and it regrows on vanilla's own timer.

Each plant has a Farming level and a biome list:

Plant Farming Grows in
Dandelion 5 Meadows
Raspberry bush 10 Meadows, Black Forest
Mushrooms 15 Meadows, Black Forest
Blueberry bush 25 Black Forest
Thistle 35 Black Forest, Swamp
Yellow mushrooms 45 Black Forest
Cloudberry bush 60 Plains
Blue mushrooms 75 Mountain

Yellow mushrooms are a burial chamber crop and Plant refuses anything under a roof, so they can only be farmed in the forest above the crypt.

Bonemeal. BoneFragments:2, Entrails:1 at the workbench makes 5. Use it on a growing crop (crops only, never trees) and it marks the plant: picking the crop it becomes yields three times and grants 5 Farming skill, once, and the mark is spent. A fed plant says "Fertilised" on hover and a second bonemeal cannot stack the bonus. It does not speed growth up.

Sowing. Sowing/Enabled is false by default. Turned on, one click sows a row or circle of seeds, 1 at Farming 0 rising to 20 at Farming 80 for crops and 5 for trees, spaced by each plant's own grow radius. Numpad plus and minus change the count and numpad star cycles the shape.

Installation

  1. Install BepInEx for Valheim, version 5.4.2350. This is BepInEx 5, not 6.
  2. Put the Vaettir folder from the release into BepInEx/plugins/.

The mod is one DLL plus the .obj, .col and .png files beside it, which are read at runtime. They have to stay in the same folder together. There is no asset bundle.

Longhouse Core is an optional soft dependency. It is not needed in single player, and on a server it does the version check described under Multiplayer.

Built against Valheim 1.0.7, Unity 6000.0.75, BepInEx 5.4.23.5 and Harmony 2.9. Version 1.5.0 and later require Valheim 1.0; 1.4.2 and earlier do not run on it.

Configuration

One file, BepInEx/config/ezomic.valheim.vaettir.cfg, written on first run. Every entry carries its reasoning as a comment in the file.

BepInEx writes every entry to disk on first run and the saved value beats any new default in code, so changing a default in a later version does nothing on a machine that has already run the mod. Edit the cfg.

[Sapling]

Key Default Effect
SaplingName Ancient sapling What the planted seed is called
SaplingCost AncientSeed:1 What planting costs. Not refunded
SaplingDonor sapling_carrot Vanilla piece it is cloned from
SaplingScale 1 Scale of the planted piece
SaplingIcon grove_sapling_icon.png Cultivator icon, read from beside the DLL
SaplingHealth 500 Damage it takes before it is destroyed
NeedsCultivated false Whether it must go in tilled soil
PinSaplings true Put a marker on your own map while it stands
PinIcon Icon3 Which vanilla map icon to use
BloodNeeded 50 Points of greydwarf death needed to open it
FeedRange 24 How close a kill must be to count, in metres
FeedWeights Greydwarf:1,Greydwarf_Elite:4,Greydwarf_Shaman:3,Greyling:0 What each death is worth. Anything unlisted is worth nothing
Messages true Corner counter each time a kill feeds a sapling
SaplingBiomes BlackForest Biomes that will take a seed. Blank for anywhere
BiomeMargin 5 Metres inside the biome required, checked on a ring
BiomeRefusal Too far from its own wood to grow. Message when refused for biome
NotInBases true Refuse planting inside a base, and stop calling if one grows around it
BaseMargin 8 Extra metres on top of the game's own base radius
BaseRefusal Too close to a hearth. This belongs in the wild. Message when refused for a base
Beckon true Whether a planted seed draws greydwarfs to itself
BeckonRoster Greydwarf:10,Greydwarf_Shaman:3,Greydwarf_Elite:2 What it calls, as prefab:weight
BeckonInterval 20-6 Seconds between waves, unfed to nearly open. Two is the floor
BeckonPack 2-5 How many arrive together, unfed to nearly open
BeckonDistance 25-40 Metres out they appear before walking in. Keep under about 70
BeckonRange 48 How close a player must be for it to call at all
BeckonArea 96 Neighbourhood width that BeckonMaxTotal counts inside
BeckonMaxNear 10 Most it will have standing around it at once
BeckonMaxTotal 24 Most it will have alive in the wider area
BeckonMessage The forest is enraged. Said centre screen to everyone in range. Blank for none

[Spirit] and [Heartwood]

Key Default Effect
SpiritName Forest spirit What it is called when you look at it
SpiritScale 1 Scale of the whole thing
SpiritRise 0.4 How far above the sapling it appears
MoteCount 6 Beads per ring
RingCount 2 How many circles of beads
ShowHoop false Draw the torus the beads ride on
PartingEffect vfx_ghost_death,vfx_HealthUpgrade,vfx_DraugrSpawn Vanilla effect played where it stood when it goes. First name that resolves wins. Blank for none
GlowDonors fire_pit,piece_walltorch,bonfire,Ember,piece_groundtorch_green,guard_stone Prefabs to lift the glowing material from, best first
HeartwoodName Heartwood What the material is called
HeartwoodDonor SurtlingCore Vanilla item it is cloned from
HeartwoodStack 10 How many fit in a slot
HeartwoodGiven 1 How many a spirit folds itself into

[Post], [Sorting] and [Carrier]

Key Default Effect
PostEnabled true Put the post in the hammer's menu. The prefab is registered either way, so turning it off never deletes a post already built
PostName Stowing post Name of the piece and its window
PostCost FineWood:40,BronzeNails:20 Build cost, before the heartwood is added
PostWidth / PostHeight 6 / 2 Slots across and down
CoupleToStow true Add the heartwood to the post's cost. Off puts it back to wood and nails
StowPostCost GroveHeartwood:1 What is added to that cost. An ingredient already there is raised, not counted twice
PostDonor piece_chest_wood Vanilla piece the post is cloned from
PostModelFile stow_post_canopy.obj Mesh beside the DLL. Its .col and _icon.png are picked up automatically
PostScale 1 Scale of the whole piece
PostLightRange 7 How far the heartwood in the post throws light
PostLightIntensity 1.15 Brightness of that light
PostFlareScale 0.75 Size of the halo on the post's heartwood
PostGlowDonors piece_dvergr_lantern,guard_stone,piece_walltorch,fire_pit Prefabs to lift the post's glowing recess from
LookForProps (blank) Comma-separated words. Logs every loaded prop whose name contains one
Range 12 How far a chest may be from the post, measured through walls
MatchContents true Let a chest with no rule take more of what it already holds
Messages (Sorting) true Corner message summarising what went where
CarrierEnabled true Fly items out one stack at a time instead of moving everything on close
Couriers 1 How many spirits a post flies at once
CarrierSpeed 2.6 Metres per second in the air
CarrierPause 0.5 Seconds hovering at each end
ItemsPerTrip 10 Items carried per trip. 0 carries the whole stack
CarrierCruise 1.1 How high above the higher end it arcs
CarrierScale 0.62 Scale of the carrying spirit. 1 is a full-size one
FlareDonors piece_dvergr_lantern,guard_stone,piece_walltorch,fire_pit Prefabs to lift the halo off, best first

[Upgrades]

Key Default Effect
UpgradesEnabled true Put the three upgrades in the hammer's menu. The prefabs are registered either way, so turning it off never deletes a piece already built
UpgradeRange 5 How far an upgrade may stand from the post it serves. Vanilla's own figure for a chopping block beside a workbench
UpgradeScale 1 Scale of all three pieces
ShowLink true Draw the run of motes from a piece to its post while you look at it. Local to you
RailName / PerchName / JibName Creel rail / Spirit perch / Hod jib Names of the pieces
RailCost FineWood:25,IronNails:10,LeatherScraps:8 Build cost of the creel rail
PerchCost GroveHeartwood:1,FineWood:25,IronNails:6,Silver:6 Build cost of the spirit perch
JibCost GroveHeartwood:1,FineWood:35,IronNails:10,Chain:2 Build cost of the hod jib
RailModel / PerchModel / JibModel stow_rail.obj / stow_perch.obj / hod_jib.obj Meshes beside the DLL. Their .col and _icon.png are picked up automatically
RailWidth / RailHeight 8 / 3 Slots across and down on a railed post, instead of PostWidth / PostHeight
RailItemsPerTrip 20 Items a railed post's spirit carries per trip, instead of ItemsPerTrip. 0 carries the whole stack
PerchCouriers 2 Spirits a perched post flies at once, instead of Couriers

Every one of the four numbers is taken as the larger of itself and the figure it replaces, so an upgrade can never make a post smaller or slower. Lowering RailWidth or RailHeight does not narrow a post that still has a rail beside it - break the rail and build it again.

[Hod]

The bench service, which is the hod jib's effect.

Key Default Effect
HodEnabled true Off leaves the crafting panel counting only what you are carrying. The pieces stay buildable and stay standing
HodRange 20 How far the service reaches, measured from the post that carries the jib. Both which benches it serves and which chests it counts
BossBiomes defeated_eikthyr:meadows, defeated_gdking:blackforest, defeated_bonemass:swamp, defeated_bonemass:ocean, … and a Deep North row Which global key opens which biome. Ocean rides Bonemass. A row starting with @ names boss prefabs instead of a key, and the key is read off the first of them that carries one. The Deep North's row is written that way and names the Frozen King's three phases, because his key lives in the game's assets. Until it is found the Deep North stays shut. A file still on the old default, without that row, is moved to this once
AllowUnclassified true Whether an item the mod cannot place in any biome may still be drawn from a chest
BiomeOverrides (a list of roots) Corrects the derived biome for an item by hand. Everything made from an overridden root follows it
ShowChestTotals true Add what the chests hold to the amount beside each requirement. Local to you
ChestTotalFormat {have}/{need} <color=#88CCFF>+{chest}</color> How that total is written. A file still on the old default, {need} <color=#88CCFF>(+{chest})</color>, is moved to this once. Local to you
ShortMessage The chests could not supply it Shown when a craft was allowed and the chests then could not supply it. Local to you
ShowFlight true Send a spirit from the chest to the bench on a craft. Carries nothing; purely for show. Local to you
RequestTimeout 5 How long to wait for the owner of a chest to answer a withdrawal, in seconds

[Furrow], [Harvest], [Sowing], [Crops], [Trees]

Key Default Effect
GridEnabled true Snap the cultivator's ghost to a lattice
GridShared true On open ground, plant on one grid shared by the whole world. Off, the first plant goes where you aim
GridLevel 10 Farming level that unlocks the grid
GridCell 0 Metres between plants. 0 uses each plant's own grow radius
GridAngle 0 Which way the rows run, in degrees
GridPreview true Draw the lattice on the ground under the ghost
GridPreviewRings 3 How many cells the drawing reaches in each direction
RoomPreview true Ring at the plant's grow radius, green or red
PickArea true Shift+E on a ripe crop harvests its neighbours
PickLevel 15 Farming level that unlocks the area harvest
PickAtLevel 80 Farming level at which it reaches PickRadius
PickRadiusMin 2 Metres reached at PickLevel
PickRadius 8 Metres reached at PickAtLevel, and the most it ever reaches
PickMax 50 Most crops one press may take
PickSameCropOnly true Take only the crop you clicked
Enabled (Sowing) false Sow more than one seed per click
Shape Row Starting shape: Row, Circle or Grid
RowAcrossFacing true Row runs left to right across your facing
Spacing 1 Multiplier on the gap between sown seeds. Below 1 drops seeds
Crops/MaxSeeds 20 Most seeds a click can sow. 1 switches crops off
Crops/MaxAtLevel 80 Farming level at which MaxSeeds is reached
Trees/MaxSeeds 5 Most saplings a click can sow
Trees/MaxAtLevel 80 Farming level at which the tree maximum is reached

[Thicket] and [Plants]

Key Default Effect
Enabled true Register the wild plants and the Transplant entry
Donor sapling_carrot Vanilla plant each seedling prefab is cloned from
Scale 1 Scale of the seedling in the ground
SpacingScale 1 Multiplier on how much clear ground each seedling demands
DigReach 6 Metres a wild plant can be dug from, measured from you
DigAssist 12 Degrees off the crosshair a plant may sit and still be dug. 0 turns it off
SayTheLevel true Write the required Farming level into the menu entry and the refusal
Verbose (Thicket) false Log every row as it is parsed and every prefab not found

[Plants] holds one row per plant, formatted Farming level | cost | biomes | seconds to take root (min-max). The level and the biome list are live. The cost and grow time only configure the seedling prefabs, which are still registered for anything planted before 1.2.0 but are never planted new, since a dug plant now goes straight back down grown.

[Bonemeal]

Key Default Effect
BonemealName Bonemeal What the item is called
BonemealCost BoneFragments:2,Entrails:1 What one craft costs
BonemealYield 5 How many one craft produces
BonemealStation piece_workbench Where it is crafted. Blank makes it craftable by hand
BonemealStack 50 How many fit in a slot
BonemealHarvest 3 Multiplier on what a fertilised crop yields when picked. 1 drops the bonus
BonemealSkillGain 5 Farming skill granted when a fertilised crop is picked
BonemealRadius 0 Feed every plant within this many metres in the same press. Off at 0
BonemealAdvance 0.34 Growth advance. Not read by the code. Its comment describes a growth speed-up that was cut before release
BonemealDonor BarleyFlour Vanilla item it is cloned from
BonemealModel grove_bonemeal.obj Mesh beside the DLL. Blank keeps the donor's model
BonemealTint (blank) Colour multiplied into the sack, as r,g,b
BonemealIcon grove_bonemeal_icon.png Inventory picture, read from beside the DLL

[Keys]

Every key is read through the game's own input layer, so gamepads work and a key typed into chat, the console or a text box is ignored.

Key Default Effect
GridFreeKey None Hold to plant free of the grid. At None this is the game's AltPlace key, Shift unless rebound
GridPinKey KeypadPeriod Pin the lattice where the ghost is standing. Press again to unpin
GridTurnKey None Optional key that turns the grid by GridTurnStep. Setting it to Mouse2 stops middle click removing pieces while a plant is selected
GridTurnScroll true Turn the grid with the mouse wheel while planting
GridTurnStep 22.5 Degrees per press of GridTurnKey
IncreaseKey / DecreaseKey KeypadPlus / KeypadMinus Sow one more or one fewer seed per click
ShapeKey KeypadMultiply Cycle the sowing shape
KeyStow None Empty your pack into the chests around you, skipping the post
KeyConfigure None Look at a chest and press to open its rules panel
KeepHotbar true KeyStow only: leave the hotbar row alone
NeverStow Hammer,Hoe,Cultivator KeyStow only: prefab names that never leave your pack

[Diagnostics]

Key Default Effect
TestMode false Drops what a sapling needs to three greydwarfs. Announced in the log on every startup
Verbose false Log every feed, every sown position, and one line per chest the post skipped with the reason
DumpMaterials false Log every material on each glow donor with its shader
LookForPrefabs (blank) Comma-separated words. Logs every loaded prefab whose name contains one

Multiplayer

Install it on the server and on every client. The sapling, the spirit, the heartwood and the post are registered prefabs, and the game discards any saved object whose prefab name does not resolve rather than erroring. A server without Vaettir silently destroys everything already standing, and so does a client that joins without it.

Longhouse Core is what turns that into a refused connection. It checks each Ezomic mod's version and build id when a client connects and the server rejects mismatches. Without Core nothing checks. In single player none of this applies.

Core also applies the host's config values on connected clients, in memory, without writing the client's own config file. Forty-two entries are per-player and never imposed by the host: the grid and sowing gestures, the grid angle and whether your grid is the shared one, your map pins, the biome and base refusal messages, the sorting summary, the spirit's and post's local rendering (MoteCount, RingCount, ShowHoop, PartingEffect, CarrierScale, Thicket/Scale, the post light and flare settings and their donor lists), SayTheLevel, KeepHotbar, NeverStow, and every verbose or diagnostic toggle. Costs, ranges, health, rosters, caps and shared prefab facts stay the host's decision, and so do three that look personal: BeckonMessage and the sapling's Messages are read on the machine that owns the sapling and decide what other players see, and SpiritScale is baked into a networked object's transform.

Saplings, spirits and posts are each driven by whoever owns them. Map pins are local to you and saved in your own profile.

The post upgrades and the bench service. stow_rail, stow_perch and hod_jib are three more registered prefabs, so the paragraph above applies to them in full: a client or a server without this version of Vaettir discards every one already built. ShowLink, ShowFlight, ShowChestTotals, ChestTotalFormat and ShortMessage are per-player and never imposed by the host. Everything else in [Upgrades] and [Hod] stays the host's decision, including RequestTimeout, which is half of a protocol rather than a preference, and the costs and ranges, which are facts about pieces standing in a shared world.

A post's size is worked out from the pieces beside it and left on the post's own saved object, so every client opens it at the size it really is. A post is only ever narrowed by the machine that owns it, only when the ground an upgrade could be standing on is actually loaded, and never while somebody has its window open - a post at the edge of what your client has streamed in is not a post whose rail has been taken down, and treating those two as the same thing is how a storage post ends up on the floor.

The bench service takes material out of chests this client may not own. Those go through a request to the machine that does own the chest, which does the removal itself against live stock and answers with what really came out - so two players crafting from one chest at the same moment get a short answer rather than a phantom one. That machine applies its own copy of the rules: the privacy setting, the ward, and the boss gate. A player who has HodEnabled off serves nobody out of their own chests.

Compatibility

  • BepInEx 5 only.
  • Item groups are read off the game at runtime, so a mod that adds an ore, a crop or a building material lands in the right group with no work.
  • The area harvest rides Pickable.Interact's alt argument, which vanilla never reads. Another mod that uses Shift+E on pickables will clash with it. Set PickArea to false.
  • Setting GridTurnKey to Mouse2 suppresses middle-click removal while the cultivator has a plant selected. It is None by default, so removal is vanilla.
  • A patch group that fails to apply costs one feature and names it in the log. The prefabs are declared before any patching, so a failure there cannot destroy anything built.
  • Only one craft-from-containers mod at a time. Two of them count the same chest twice, so a recipe looks twice as affordable as it is and the craft is then paid for with material that is not there. Hirsla and Tether are detected and the bench service switches itself off with a line in the log; anything else - AzuCraftyBoxes is the obvious one - is not, because there is no honest thing to detect it by. Turn one of them off.

Troubleshooting

The post says it has nowhere to go, or the spirit never sets off. Three separate bugs caused this and all three are fixed in 1.5.1 through 1.5.3. Update first. The last one was a fixed collider buffer that silently truncated the search, which meant the post could not see any chest in a base with more than about 256 colliders within range. It passed in a test world and failed in a real base.

If it persists, check the chest: it must be Public rather than private, within Range (12m by default), not open by anybody, not warded against you, and not on a cart or ship. Turn Diagnostics/Verbose on and the log names every chest it skipped and why, then counts the usable ones.

Items multiplied in a chest. Fixed in 1.5.1. It affected partial takes, meaning any stack larger than ItemsPerTrip, and only once trips were landing at all.

A config change did nothing. BepInEx wrote the file on first run and the saved value wins. Edit BepInEx/config/ezomic.valheim.vaettir.cfg rather than expecting a new default to apply.

The sapling refuses to plant. Black Forest only by default, at least 5m inside the biome, and outside the area any workbench or fire radiates. The message says which of the two it was. A ward refuses it like any other piece.

A sapling stopped calling greydwarfs. It goes quiet while no player is within 48m, and while it sits inside a base. Kills still feed it either way.

The Transplant entry is missing from the cultivator. The build menu only shows known pieces and that list is rebuilt when you learn a recipe or a station, so a piece registered seconds after you spawned can stay hidden. The mod nudges that update itself. If the log says it could not read Player.m_knownRecipes, learning anything new will bring it back.

Two beds in one field are on different grids. Beds planted before this was fixed kept whatever grid their first plant happened to start. A new plant next to one of them follows that bed, so an old bed stays consistent with itself. Where two old beds on different grids meet, the plant follows the one with more plants near where you aim. Beds started on open ground now all share one grid, as long as your grid angle has not changed in between. The console command furrow check sapling_carrot counts how many grids the carrots within 20m are on. It takes a comma-separated list and a radius. It is not a cheat command and needs no devcommands, so it works on a server too.

The grid will not turn. Next to a bed of two or more plants in line, the bed's rows win over your angle. The message when you scroll says which angle the bed is keeping. Pin the grid to turn it there.

A sapling needs only three greydwarfs. TestMode is on. It warns on every startup.

A vanilla mechanic broke and LogOutput.log is clean. Gameplay exceptions land in AppData\LocalLow\IronGate\Valheim\Player.log, not in the BepInEx log.

Bug reports

The Discord is the fastest route and the right one if you are not sure whether what you are seeing is a bug. Issues on the repo work too and suit anything long.

Attach BepInEx\LogOutput.log and say whether you were on a server or in single player. For anything about the post, turn Diagnostics/Verbose on first and include the lines naming the chests it skipped. For a vanilla mechanic breaking, include AppData\LocalLow\IronGate\Valheim\Player.log as well. Your config file helps when a number looks wrong.

Bugs and ideas

Both go to the site. longhouse.thijssensoftware.nl/bugs is for anything broken, and longhouse.thijssensoftware.nl/ideas is for what a mod should do next. You can vote on other people's ideas there as well.

Signing in takes a Steam or Discord account. I work from that list, so the votes decide what I pick up next.

Discord

discord.gg/hJzAVaZ5wb is where updates, support, bug reports and compatibility questions go.

There's also a small EU server running the pack if you want somewhere to play: hard combat difficulty, resources at 1x, everything else vanilla, no application and no activity requirements. Details are in the Discord.

Upgrading from Stow

Stow shipped as a separate mod until 1.0.0 and is part of this one now. The post keeps its internal name, so every post already standing survives. Its settings moved into this mod's config file under [Post], [Sorting], [Carrier] and [Keys]. If you had tuned ezomic.valheim.stow.cfg, copy those values across once and delete it, and delete BepInEx/plugins/Stow if you are upgrading by hand. Two copies loaded at once is the thing that will go wrong.

Stow's and Furrow's history is in archive/, one git bundle each. See archive/README.md.

Design notes

Why the seed counts kills instead of ticking a clock, why the heartwood is a home rather than a heart, why the sorting rules live on the chest, and why the spirit carries things instead of teleporting them: DESIGN.md.

Building

Target is net462 against the game's own managed assemblies, no NuGet. ValheimDir defaults to the usual Steam path and ProfileDir to the repo's own testprofile\, both overridable:

dotnet build Vaettir.csproj -p:ProfileDir=<your BepInEx profile>

The build copies the DLL and assets\*.obj, *.col and *.png into <ProfileDir>\BepInEx\plugins\Vaettir. tools/ holds the Blender scripts that produce every model, including the rejected ones.

Licence

MIT. Robbin Thijssen (Thijssen Software), GitHub Ezomic. Published on Thunderstore.

Part of Longhouse

Vaettir is in the Longhouse pack, which pins exact versions of the Ezomic mods and installs in one click. You do not need the pack to use this, and nothing here behaves differently on its own.

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