Vaka
Fires keep while you are away. A single absence costs one fuel, however long it was.Vaka
Vaka caps what a fireplace loses while nobody is there. A single absence costs at most one fuel, however long it lasted. Burning while you are standing at the fire is untouched.
Features
- A fire is charged at most one fuel for any one absence. The amount is configurable.
- Live burning is exactly vanilla, to the decimal. Sleeping and
skiptimeare still charged in full, because the fire was loaded and ticking the whole time. - Covers every piece that uses the vanilla
Fireplacecomponent, including fires added by other mods. - No new pieces, no keybinds, no UI, no new saved data. One Harmony postfix on one method.
- Optional logging that reports what each catch-up was worth and what it was actually charged.
How it works
A fireplace does not burn in the background. While its zone is loaded,
Fireplace.UpdateFireplace runs every two seconds, asks how long it has been since the last
run, and subtracts that many seconds of fuel. When the zone is unloaded nothing runs and
nothing re-stamps the timestamp on the fire's network object, so the gap keeps growing. The
first update after your base loads back in pays for the whole gap at once. Whether anyone was
present is never part of the sum, so a base of thirty torches is thirty of those bills landing
in the second you walk in.
The clock is world time, not wall time. A dedicated server only advances it while at least one player is connected, and the value is saved into the world file. An empty server is frozen and a single player world resumes exactly where it stopped. What actually drains your base is the hours other people spent online elsewhere on the map, or in single player, the hours you spent across it yourself.
Vaka caps that first bill rather than making fuel last longer. A longer fuse would make a fire cheaper while you are cooking at it, which was never the problem, and a longer trip next time would still arrive at a cold base.
An absence is recognised by the fireplace object not having been running, not by the size of
the gap. The game creates a fireplace when its zone loads and destroys it when the zone goes,
so the first update for a new object is the one paying off however long it was away. Every
later update is a live tick and is charged in full whatever its size. That is why sleeping
through the night and the skiptime console command still cost full price.
What it covers
Anything carrying the vanilla Fireplace component: every player-buildable fire, and any
modded fire built on the same component. Numbers ripped from the running game:
| Piece | Prefab | Holds | One fuel | Full tank |
|---|---|---|---|---|
| Campfire, iron campfire | fire_pit, fire_pit_iron |
10 | 1h 23m | 13.9h |
| Bonfire | bonfire |
10 | 1h 23m | 13.9h |
| Hearth | hearth |
20 | 1h 23m | 27.8h |
| Wood ground torch | piece_groundtorch_wood |
4 | 2h 47m | 11.1h |
| Standing brazier | piece_brazierfloor01 |
5 | 5h 33m | 27.8h |
| Ground torch, blue and green variants | piece_groundtorch, _blue, _green |
6 | 5h 33m | 33.3h |
| Wall torch | piece_walltorch |
6 | 5h 33m | 33.3h |
Every column is populated world time, not wall clock. Cooking fires and the wood ground torch burn wood; the ground torch, wall torch and standing brazier burn resin.
Cooking fires burn four times faster per fuel than torches do, which is why a base goes dark unevenly. A campfire is empty after about fourteen hours of other people playing, a wall torch after thirty-three, so the fires you cook and warm yourself on go out first and the lighting outlasts them.
Not covered:
- The demister ground torch (
piece_groundtorch_mist). It has noFireplacecomponent and burns no fuel. - Smelters, charcoal kilns, blast furnaces, eitr refineries, ovens and cooking stations. Those are separate components with their own clocks, and a smelter finishing while you are away is something players want. Worth knowing that a cooking station has the same catch-up behaviour and will turn a rack of meat to charcoal over an unload. That is out of scope here.
Nothing refills anything. There is no auto-feeder and no chest access, and a fire that was nearly empty when you left still goes out. The cap limits what an absence costs, it does not conjure fuel, so the habit worth having is to top your fires up before you log off.
One side effect worth knowing: a fire that stays lit stays able to spread. IsBurning gates
the ignite loop as well as the flame, so coming home to a lit fire is coming home to one that
can still catch what is next to it, where vanilla would have let it go out. Every fire in the
table above has a non-zero ignite radius except the wall torch. It only triggers where the game
already allows cinders, so in practice this is an Ashlands concern rather than a Meadows one.
Installation
Install through a mod manager, or drop Vaka.dll into BepInEx/plugins.
Requires BepInEx 5.4.2350. Built against Valheim 1.0.7, BepInEx 5.4.23.5 and Harmony 2.9. BepInEx 5 API only, not compatible with BepInEx 6.
Longhouse Core is an optional soft dependency. Vaka runs without it; see Multiplayer for what you lose.
Configuration
BepInEx/config/ezomic.valheim.vaka.cfg, written on first run. Each entry has its full
comment in the file.
| Setting | Section | Default | Effect |
|---|---|---|---|
Enabled |
[Vaka] |
true |
Whether the cap applies. Off leaves the plugin loaded and charges vanilla's full bill for every absence, which is useful for telling the two apart without uninstalling. |
MaxFuelPerAbsence |
[Vaka] |
1 |
How much fuel a fire may lose to a single absence, in the units the hover text counts. 0 makes an absence free. A large number restores vanilla. |
Verbose |
[Diagnostics] |
false |
One log line per fire every time one comes back from being unloaded. See Checking that it works. |
MaxFuelPerAbsence is counted in fuel units rather than seconds, so it means the same thing on
a torch burning resin and a hearth burning wood, and on fires added by other mods. It is also
one press of E: refuelling adds exactly one unit per press whatever the fire is. It never
affects a fire you are standing next to, whatever you set it to.
BepInEx writes every entry to disk on first run and the saved value beats a new default in code. If a later version changes a default, edit the cfg as part of the same update.
Multiplayer
Everyone needs Vaka, at the same version and build.
Whichever client owns the fireplace's network object does the arithmetic, and ownership moves every two seconds to whichever player's active area covers the fire. One person without Vaka walking up to your base pays the absence off the vanilla way, for everybody, with both logs looking reasonable. Installing it on the server alone does not help: a dedicated server never sets a reference position, so it is never a candidate owner for a player-built fire and there is no host simulation to put the cap in.
With Longhouse Core installed, Vaka registers with its version check and the server rejects
clients whose version or build id does not match. The host's Enabled and MaxFuelPerAbsence
then apply to connected clients in memory, without writing their own config file, and their
values come back on disconnect. Verbose stays local to each player.
Without Core, Vaka still caps absences on your own machine, but nothing stops a client that lacks it from removing the cap for everyone.
Checking that it works
Hover text draws fuel rounded up to a whole unit, so a fire that quietly lost a third of a log reads the same as one that lost nothing, and both read the same as a mod that never loaded.
Set Verbose = true. Every catch-up writes one line to BepInEx/LogOutput.log naming the
fire, how long it was away, what that was worth in fuel and what it was charged, including the
times the cap did not apply. Walk far enough from a fire that its zone unloads, wait a few
minutes, walk back, and either there is a line with numbers in it or the mod is not running.
It stays silent about unlit, switched-off, roofed and infinite-fuel fires, which were never
going to spend anything.
Leaving a world overnight proves nothing in either direction. World time is saved with the world and only advances while somebody is online, so quitting and coming back bills close to zero whether the mod is installed or not.
For a conclusive test, use a throwaway character in a throwaway world, because skiptime
permanently marks a character as having used cheats:
- Place a ground torch outdoors on open flat ground. The cover check raycasts upwards from just above the torch, so anything solid within roughly a metre overhead stops it burning at all, which passes in both arms of the test.
devcommands, thensetfuel 6. You cannot reach a full 6 by hand, because refuelling refuses once the rounded-up value hits the maximum, so a hand-filled torch sits around 5.02.- Walk more than 150m away so the zone unloads. Run
skiptime 200000. Walk back. - With
Enabled = falsethe torch reads 0/6 and is dark. With ittrueit reads 5/6 and is still lit.
Use at least three times the cap. skiptime 20000 bills exactly one fuel either way, which
looks like a failure and is not. Do one skip and let one tick land: several skips in a row are
several separate absences, each capped on its own, which drains the torch and reads as no cap
at all. Running skiptime while standing at the fire shows no difference, because that is not
an absence.
Troubleshooting
Nothing in the log and fires still go out. Check the startup lines. Vaka patches a private
method matched by name, and if Fireplace.GetTimeSinceLastUpdate is not in your build of the
game it logs an error saying it is doing nothing and fires burn the vanilla way. A game update
is the likely cause.
A config change had no effect. BepInEx keeps the value saved on first run. Edit the cfg rather than expecting a new default to apply.
Fires still drain on a server. Confirm every connected player has Vaka. Without Longhouse Core nothing enforces that, and one client without it is enough.
Nothing is logged for a short trip. Nothing is trimmed until the bill passes one fuel, which is an hour and a half of populated world time for a cooking fire and five and a half hours for a torch. Under that, vanilla is already charging less than the cap allows.
Bug reports
Discord, or the issue tracker. Useful to attach:
BepInEx/LogOutput.log, ideally from a session withVerbose = true.AppData/LocalLow/IronGate/Valheim/Player.logif a vanilla mechanic broke. Gameplay exceptions land there rather than in LogOutput.- Whether you were on a server or in single player, and whether Longhouse Core was installed.
BepInEx/config/ezomic.valheim.vaka.cfg.- The prefab name of the fire, if it is one specific piece behaving oddly.
Discord
discord.gg/hJzAVaZ5wb for mod information, updates, support, bug reports and compatibility questions.
Server
There's also a small EU server running the pack if you want somewhere to play. Details are in the Discord.
Part of Longhouse
Vaka ships in the Longhouse modpack, which pins exact versions of its member mods. It behaves the same installed on its own.
Changelog
CHANGELOG.md carries the release history and the reasoning behind the design calls, including why the mod was renamed from Ember before release.
Licence
MIT, see LICENSE. By Robbin Thijssen, Thijssen Software.


