Valheim
Install with App

Details

Latest version
0.10.1
Last Updated
First Uploaded
Downloads
906
Likes
0
Size
78KB
Dependants
ADDatHost Valheim hosting
30% off

Changelog

0.10.1

New

  • Carts and ships pick up items from the ground, like chests: put them in a group, and they take items they already hold at least one of. Custom carts and ships that use the normal storage work too.
    • A ship picks up while you're sailing it, or while nobody is aboard. With someone else aboard, it's left alone.
    • A cart picks up while you pull it, or while nobody is pulling it.
  • Mod compatibility section at the bottom of the settings, for options that only matter alongside other mods. Everything in it is off by default.
    • KeepChestAmountsVisible: for mods that change the crafting or build panels (ZenUI, for example). Turn it on if the flashing yellow chest amounts don't show when a recipe or piece is selected.
    • EpicLootEnchantingTable (on): Epic Loot's enchanting table can be put in groups with G. While its window is open, chests sharing a group with it pay for its materials: enchanting, augmenting, converting, disenchanting, runes and table upgrades. Your inventory is used first. Only materials: items stored in chests can't be sacrificed or changed at the table. Does nothing without Epic Loot.
    • PlanBuildPlans (on): PlanBuild's plan pieces can take materials from chests switched to Pullable from PlanBuild (new switch on the right of a chest's G menu). Only those chests are used, and only when they share a group with the workbench you're near. Hold E pulls up to what that one piece still needs; E pulls one item when you carry none of its materials. Whatever the plan doesn't take goes back. Does nothing without PlanBuild.

Fixes

  • Carts and ships you built count as yours for Only chests I built, Only things I built and private groups.
  • Pulling for crafting or building never asks for a cart someone else is pulling or a ship someone else is aboard, so it can't take the cart or ship away from them.
  • Works alongside backpack and storage mods. When your inventory, or storage another mod adds (an equipped backpack, for example), already covers a craft or a build, chests aren't touched and that mod pays the way it normally does. Building near a grouped workbench is no longer refused when the materials are in that storage.

Faster

  • Dropping an item, moving one or crafting no longer redraws the crafting list a second time right after the game redraws it. With many recipes (big content mods), each redraw was a noticeable hitch.
  • With no grouped chests in range, changes to your inventory never redraw the crafting list.
  • Chest scans skip out-of-range and ungrouped storage before looking inside it.
  • Working out which chests to get ready while a menu is open goes through every recipe only when your inventory or station changes.
  • Ground pickup only looks through chests when an item on the ground could actually be stored.

0.10.0

New

  • Private groups. New groups are private: other players with the mod don't see them, can't use them, and can't put things in them or take things out.

  • Share a group: look at a player and press G. "Add to groups" shows your groups as buttons; click one to share it with that player (it turns green), click again to stop. Players you share with can use the group and add or remove things they built. Only you can rename, delete or share it.

    • Not tested with two players yet. Two-player testing is planned for the next few updates.
  • Renaming a private group is instant everywhere (things store the group's id, not its name).

  • Groups from before are public. Make my public groups private under Manage groups converts them.

  • Audit log (log only, LogOtherPlayers in the Logs section). [Audit] lines for what other players' games do near you:

    • your chests (grouped, or built by you) changing while another game controls them: what came and went, whose game, and how far away that player was;
    • smelter-type machines and shield generators: ore queued and fuel added by another game, with a warning when the ore isn't something that machine accepts in a normal game;
    • cooking stations and ovens: food put on or taken off while another game controls them;
    • network messages your game doesn't understand: who sent them and to what (a mod on the sender's game).
  • Logs section at the bottom of the settings: LogTransfers, LogOtherPlayers, and KeepLogBetweenSessions (on by default), which keeps LogOutput.log when the game restarts instead of starting a new one, so a problem from earlier can still be looked up or sent with a bug report. It sets BepInEx's own AppendLog setting and works from the next launch; the file keeps growing while it's on. Each session starts with a line showing the date and time.

  • Ballistas: put them in a group and E loads a bolt from the group's chests, Shift+E fills them, and Keep filled / Pull amount work too. A ballista holds one kind of ammo at a time, so a fill only takes the kind already loaded (or, if empty, the first kind your chests have).

  • Drop food when done (cooking stations and ovens, in their G menu): finished food is pushed out the front the moment it's cooked, so it never burns. With ground pickup on, it goes straight into a chest that holds that food.

Fixes

  • Changing groups (or Keep filled, Pull amount, Leave 1) on something another player's game controls didn't stick when that player doesn't have this mod. It now takes effect for you right away, the menu shows "Saves when <player> leaves", and it's saved on the object as soon as your game controls it.
  • Shift+E on fires and torches stopped one short when your game controlled the fire.
  • Changing a thing's groups never removes other players' private groups from it.
  • Audit lines say "your game" instead of "You's game".
  • Menus update live. While the crafting menu or a build menu (hammer, hoe, cultivator...) is open, what you can make updates as you move: walk out of range of the wood chest and wood things grey out, walk back and they light up again. Same when you run out of an item, when chests change, or when you leave a grouped workbench's area. No more closing and reopening.

Faster

  • Ground pickup works out once per check which chests hold which items, instead of searching every chest for every item on the ground.
  • Chest checks and ground pickup do less work every frame.
  • The audit log only watches your own chests.
  • With the crafting menu or a build tool out, the mod only asks for control of chests that hold something you're actually missing, instead of every grouped chest in range. Other players keep their chests longer.

Other

  • Settings: LogTransfers moved from "6 - Safety" to "7 - Logs", and Ground pickup is now "6 - Ground pickup". Your values carry over.
  • Groups set with 0.9.0 or older that were never re-saved since are no longer read. Those things just show no group (items are not affected); add them to their group again. The pre-0.9.1 settings file is no longer copied over.

0.9.5

  • Leave 1 of each item (per chest, in the chest's G menu): crafting, building and machines never take a chest's last one of anything, so ground pickup still knows what belongs there.
  • Pull amount (smelters, kilns, furnaces, refineries, frost kiln, shield generator): type a number and press Pull. It pulls that many from the group over time, as the machine makes room, then stops. Ore orders also add just enough fuel to smelt them. The hover text shows how many are still to come; Cancel stops it.
  • Audit log (with LogTransfers on): for smelter-type machines your game controls, [Audit] lines record every ore added and whose game added it, every item finished, and whenever control of a machine passes to another player. Useful for finding out what another mod is doing to your machines.

0.9.4

  • Rename and delete groups: G while looking at nothing, then Manage groups. Things near you change right away; things elsewhere in your base change the next time you're near them.

0.9.3

  • Shield generators can be put in groups. E with nothing to add takes bones from the group; Shift+E fills it.
  • The G menu's "Smelters & processors" line is now "Smelters & machines" and includes shield generators.
  • Shift+E now fills the slot to its capacity from chests, mixing types (copper, then tin, then iron scrap...) instead of stopping when the first type runs out. It no longer stops one short.
  • New Keep filled from chests checkbox in the G menu for smelters, kilns, furnaces, refineries, windmills, spinning wheels and shield generators. Every few seconds the machine is topped up from its group (ore and fuel). Only one player's game feeds a machine, and it pauses while your inventory is open.

0.9.2

  • Fixed: recipes you can craft from chests no longer show greyed out after crafting something.
  • Fixed: Shift+E on smelters and kilns now fills them instead of adding one.
  • Grouped machines show a "Shift + E Fill from chests" hint when you look at them.

0.9.1

  • New internal plugin ID; the settings file is now craftfromcontainergroups.cfg. Your old settings are copied over automatically, and existing group assignments are kept.
  • Players need the same version to set groups on objects another player controls.

0.9.0

  • More machines: cooking stations, fermenters, and fires/torches/braziers pull from their group. The G menu's bulk tools have new "Cooking & brewing" and "Fires & lights" lines.
  • Shift+E fills smelters, kilns, cooking stations and fires to capacity from their group. Whatever doesn't fit goes back to the chests.
  • "Any one of these ingredients" recipes now pull from chests too.
  • "player is using that chest": when what you need is only in a chest someone has open, you're told who.
  • Faster in big bases: menu counts are cached for a fraction of a second; actual moves always re-check the chests first.
  • Machines you're looking at get their chests ready in the background, so the first E usually works straight away.

0.8.0

  • Ground pickup shows where items went: a small wisp drifts to the chest, and the chest close sound plays once per batch.
  • Items players drop are now picked up too (IncludePlayerDropped).
  • Ground pickup has its own radius (PickupRadius, default 10 m). By default it uses any chest in a group, whoever built it.
  • Adding items to chests and inventories now counts what actually arrived, since the game can add part of a stack and still report a failure.

0.7.0

  • Optional ground pickup: chests pick up nearby items they already hold.

0.6.0

  • Bulk tagging: give nearby containers, crafting stations or smelters the same groups (3/6/10 m).
  • Default groups for chests you build, plus a button to catch up existing chests.
  • Game keys are ignored while the G menu is open.
  • Finds machines whose parts sit on separate pieces of the model.

0.5.0

  • Group markers and "what pulls from what" lines (only on your screen).
  • The G menu shows an object's groups on the side; hover text removed.
  • Pulled items go back to their chest if the craft, placement or smelter feed doesn't happen.

0.4.0

  • Objects can be in several groups; things that share a group work together.
  • Simpler, smaller G menu.

0.3.0

  • Rebuilt pulling for item safety: items move into your inventory before the game's own code runs, chest ownership is requested the vanilla way, and every move is checked, logged and undone on failure.
  • Flashing yellow requirement amounts with available/needed.

0.2.0

  • First version.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.