
OpenKeep
Craft from chests, quick stack, sort, trash, salvage, stack sizes, chest sizes, carts as workbenches, contents signs. Open source, server synced.OpenKeep
Storage and inventory for Valheim in one mod: craft, build and feed stations straight from nearby chests, ship holds and carts; quick stack, restock, sort, route and trash from the inventory panel; a Salvage tab that gives materials back; stack sizes and weights; bigger chests with their contents on hover; carts that carry a workbench; and a sign above every chest that names what is inside. Every gameplay setting is server synced and lockable, every hotkey is per player, and everything is tunable in the config file and six YAML files that hot reload. Convenience features are on by default; anything that changes balance (stack sizes, weights, chest sizes) defaults to vanilla.
Reach: craft from storage
- Wherever the game counts what you carry (crafting rows, the craft and upgrade buttons, the hammer's piece list and requirement rows, station hover texts) it now counts your inventory plus every reachable container.
- Paying takes from the inventory first, then from containers nearest first. The requirement rows show
3 + 12(inventory plus storage, storage in its own colour), or the total, or the vanilla number (Requirement Display), and flash once after a pull. - Stations: use a smelter, kiln, blast furnace, spinning wheel, windmill, campfire, torch, hot tub, cooking
station, oven or fermenter with nothing to add in your inventory and one unit comes from the nearest container.
Hold
Fill Modifier(Shift) to fill it up, holdPull Modifier(Alt) to move a stack into your inventory instead. Hover texts get aFrom storage: nline. - A reachable container has the game's
Containercomponent and is withinRange(20 m by default), passes the game's own privacy and ward checks, and is not open by another player (see "Shared chests"). Detection is by component, never by a name list: any object with a container is a container, it is a ship when it carries the game's ship component and a cart when it carries the cart component. Vanilla ships (Karve, Longship, Drakkar), modded ships and modded chests are all found the same way. Standing on a moored ship you craft, build and feed stations from its hold; the ship and cart switches are in section0. Containers. Toggle Key(Alt + R) switches the whole module off for your character;Link Key(Alt + L) draws lines from every container in range to the stations it serves, and placing a chest draws them too.
Stow: quick stack, restock, sort, trash, route
Buttons under the player grid (Quick stack, Store all, Restock, Sort, a trash can) and a Sort button
under the open container. Every action also has a hotkey that works while the inventory is open.
- Quick stack moves every stack whose item the open container (or, with
Quick Stack Nearby, any container withinNearby Range) already holds. Store all moves everything that may move into the open container. Restock tops up every stack in your inventory from the containers. Sort orders byCategory,Name,WeightorValue; the hotbar, favourite slots and equipped items stay put; stacks merge. - Favourite item (
F): the item is never quick stacked, stored, dumped, trashed or salvaged. Favourite slot (Shift + F): the slot's content never moves. Trash flag (X):Trash Flagged(Shift + Delete) destroys every flagged stack;Trash Key(Delete) trashes the hovered stack. Both ask first with the game's popup. - Route (Ctrl + click) sends a stack to the nearest container that holds the item, an item of its group, or
accepts it in
OpenKeep.Stow.yml. Store one (middle click) moves one item. Find (Z) marks every nearby container holding the hovered item with a line and a count. Dump (Alt + D) quick stacks from outside the inventory. Left and right arrows or the mouse wheel over the container grid cycle through the chests around you. - Ground pickup (off by default): containers whose prefab has
pickup: truein the YAML pull dropped items from the ground afterPickup Delayseconds, only items they already hold unless the YAML says otherwise.
Favourites and flags are saved with the character and follow it between worlds.
Salvage
A third tab, Salvage, after Craft and Upgrade. It lists every stack in your inventory that has a recipe; select
one and the requirement rows show what comes back, the craft button reads Salvage. Returns are Return Fraction (0.75) of each material, rounded, at least one, upgrade materials included; never more than the item
cost. Trophies, quest items, favourites and items excluded in OpenKeep.Salvage.yml are not listed. Salvage Key (Backspace) salvages the hovered stack after confirmation. If the materials do not fit, nothing happens.
Stacks: stack sizes and weights
Stack Multiplier and Weight Multiplier (both 1 by default) scale every item; OpenKeep.Stacks.yml sets
absolute values per item, pattern or group. Values show in tooltips before an item is ever moved. Ignore Teleport Restriction lets everything through portals. Merge Into Chests fills a chest's partial stacks when
you drag a stack in. Per Item Config Entries generates one stack and one weight entry per item into the config
file for Configuration Manager users. Write Documentation writes OpenKeep.Items.txt (every item, prefab name,
vanilla and current values) and OpenKeep.Containers.txt (every container prefab and its size) next to the cfg.
Capacity: container sizes and hover contents
OpenKeep.Containers.yml is filled with every container prefab of your game (modded ones included) and its
vanilla size the first time a world loads, all commented out; uncomment a line and change the numbers to resize
new and existing containers of that prefab. Hovering a container shows how full it is and up to Hover Lines
lines of contents.
Carts as workbenches
Cart Workbench (off by default) gives every cart a workbench: craft (Shift + E on the cart), repair and build
within Cart Station Range as if a workbench stood there, no roof needed. Cart Station Level sets its level;
workbench extensions near the cart add to it.
Signs: what is in the chest, without opening it
Off by default (7. Signs / Enabled). When on, every container a player has built gets a real vanilla sign
floating just above it, facing the same way, that lists the contents most numerous first: Wood, Stone, Resin, Flint, or Wood 120, Stone 45 with Show Counts. The sign is rewritten within Update Seconds (2) of any
change by whoever owns the chest at the time, lists at most Max Items (4) kinds, never exceeds Max Characters
(50) and ends with an ellipsis when something was left out; an empty chest shows Empty Text (blank by default).
Height (0.1 m above the chest's top) and Rotation (degrees added to the chest's facing) move every sign;
OpenKeep.Signs.yml switches prefabs off and moves or turns the sign per prefab.
- Your own words win: edit a sign with
Eand the mod leaves it alone until you clear the text. - Removing a sign with the hammer means "no sign here": the chest gets none again, even after a reload, until
openkeep signs reset. A sign a troll smashes simply comes back. Automatic signs never crumble or rot: they need no support and no roof (player-placed signs are unchanged). - Removing the chest removes its sign. Ship holds, carts, dungeon chests and spawned treasure get no sign; the private chest gets one.
- The sign costs nothing, but it is the vanilla sign: removing it with the hammer returns one wood, so a removed
sign is a wood each. The signs are ordinary pieces of the world: every player sees them, they are saved with the
world, and they stay in the world when the mod is removed (they just stop updating). Switch
Enabledoff before removing the mod if you want them gone; the chest owners' games take every sign down as the chests load.
Shared chests: several players in one chest
The game gives a chest to the player who opened it and refuses everyone else while it is in use. Shared Chests
in section 0. Containers (default Off) changes that:
Off: as the game: a chest someone else has open is skipped by every OpenKeep action and refused when you interact with it.View: interacting with a chest another player has open shows its contents read-only, titledChest (in use by <player>), refreshed as they change; when the other player closes it your panel turns live without closing.Full: asView, and two people can work the same chest at once. Click, drag and drop, the split dialog, Take all and Stack all send a request to the chest owner's game, which applies it or refuses it; nothing is moved on your side until it says yes, so if both of you grab the same stack exactly one gets it and the other seesSomeone else got there first. A slot the other player pressed the mouse on is tinted (Touch Colour) and its tooltip says<name> is moving this. A request without an answer afterRequest Timeout(2 s) counts as refused:The chest did not answer.
OpenKeep's own quick stack, store all, restock, routing, store one, dump and trash work into a shared chest the
same way; the message for such a chest arrives when its answer does (Moved n stacks to Chest). Sorting a
chest someone else is using is refused. Crafting, building and station feeding never count or pay from a chest
another player is using, whatever the mode, so a requirement is never shown as covered by an item the other
player may take first. Both players need the mod; a player without it gets the game's usual refusal.
Hotkeys (per player, not synced)
| Setting | Default | Does |
|---|---|---|
1. Reach / Fill Modifier |
LeftShift | held while using a station: keeps adding until it is full |
1. Reach / Pull Modifier |
LeftAlt | held while using a station or clicking Craft: materials move into the inventory instead |
1. Reach / Toggle Key |
LeftAlt + R | Reach on or off for this character |
1. Reach / Link Key |
LeftAlt + L | draws the container to station lines for Link Seconds |
2. Stow / Quick Stack Key |
Q | quick stack |
2. Stow / Store All Key |
G | store all into the open container |
2. Stow / Restock Key |
R | restock from containers |
2. Stow / Sort Inventory Key |
T | sort the player inventory |
2. Stow / Sort Container Key |
Y | sort the open container |
2. Stow / Favourite Item Key |
F | hovered item becomes a favourite |
2. Stow / Favourite Slot Key |
LeftShift + F | hovered slot becomes a favourite |
2. Stow / Trash Flag Key |
X | hovered item is flagged as trash |
2. Stow / Trash Key |
Delete | trash the hovered stack |
2. Stow / Trash Flagged Key |
LeftShift + Delete | trash every flagged stack |
2. Stow / Route Modifier |
LeftControl | with a left click: route the stack |
2. Stow / Store One Key |
Mouse2 (middle) | one item to the open or nearest holding container |
2. Stow / Find Key |
Z | mark every nearby container holding the hovered item |
2. Stow / Dump Key |
LeftAlt + D | outside the inventory: quick stack to every nearby container |
2. Stow / Cycle Previous Key, Cycle Next Key |
LeftArrow, RightArrow | switch to the previous or next chest around you |
3. Salvage / Salvage Key |
Backspace | salvage the hovered stack |
Single keys only fire while the inventory is open and no Shift, Ctrl or Alt is held, so F and Shift + F never
clash.
Config file
BepInEx/config/milkyteam.openkeep.cfg, written on first start. Sections: 0. Containers (Ships, Carts,
Player Chests, Honour Wards, Shared Chests), 1. Reach, 2. Stow, 3. Salvage, 4. Stacks (plus 4a. Item Stacks and 4b. Item Weights when per item entries are on), 5. Capacity, 6. Carts, 7. Signs (Enabled,
Show Counts, Max Items, Max Characters, Update Seconds, Height, Rotation, Empty Text), 9. Shared
(Request Timeout, Touch Seconds; per player Show Touches, Touch Colour), and General / Lock Configuration.
Every entry has a description in the file. Gameplay settings are synced from the server and locked; keys,
display formats, confirmations, sort orders and colours are yours.
YAML files
Next to the cfg, created on first start, hot reloaded a few seconds after a save, synced from the server, and
editable in game through the Configuration Manager entries Edit YAML. Extra files named
OpenKeep.<Module><anything>.yml are merged in. Every list uses the same vocabulary: Wood (prefab name or
$item_wood), prefix:Trophy, suffix:Ore, type:Material, group:Ores (a group of the file's groups: map),
* (everything). Container keys are prefab names; OpenKeep.Containers.txt lists them all.
OpenKeep.Reach.yml: which containers Reach may use, per prefab range and item lists.
# range: 20
groups:
Ores: [prefix:CopperOre, TinOre, IronScrap, SilverOre, BlackMetalScrap, FlametalOre]
containers:
piece_chest_private:
enabled: false
Cart:
range: 10
VikingShip:
deny: [type:Trophy]
piece_chest_blackmetal:
allow: [group:Ores, type:Material]
Ground pickup is off unless Ground Pickup is on in the config and the chest prefab has pickup: true in the YAML; it is a world tick that runs on the chest owner's client, so turn it on deliberately.
OpenKeep.Stow.yml: groups for routing and the ground pickup rules.
groups:
Ores: [prefix:CopperOre, TinOre, IronScrap, SilverOre, BlackMetalScrap, FlametalOre]
containers:
piece_chest_blackmetal:
pickup: true # takes items from the ground (needs the cfg Ground Pickup switch)
accept: [group:Ores] # taken and routed here even when the chest does not hold them yet
refuse: [type:Trophy] # never taken, never routed here
OpenKeep.Salvage.yml: what is never salvaged and per item fractions.
exclude: [type:Trophy, prefix:MeadBase]
overrides:
SwordIron: { fraction: 1.0 }
OpenKeep.Stacks.yml: absolute stack sizes and weights; the multipliers here replace the cfg ones.
stack multiplier: 2
items:
Wood: { stack: 100 }
Stone: { stack: 100, weight: 1.0 }
group:Ores: { weight: 5 }
OpenKeep.Containers.yml: container grid sizes.
containers:
piece_chest_wood: { width: 8, height: 4 }
VikingShip: { width: 8, height: 3 }
OpenKeep.Signs.yml: which containers get a contents sign and where it sits. offset moves the sign from the
computed place (the middle of the container's top, Height metres up) in the container's own axes, x right, y up,
z forward, in metres; rotation is added to the container's facing on top of the Rotation setting.
containers:
piece_chest_wood: { enabled: true, offset: [0, 0, 0.3], rotation: 0 }
piece_chest_private: { enabled: false }
Console command
openkeep reload reloads the cfg and every YAML file (admin or host on a server). openkeep containers lists the
reachable containers around you with prefab name, distance and item count. openkeep write docs writes
OpenKeep.Items.txt and OpenKeep.Containers.txt. openkeep signs lists the loaded containers with their sign
state (sign, player text, no sign, opted out); openkeep signs reset (admin or host on a server) allows signs
again on containers whose sign was removed with the hammer; openkeep signs rewrite rewrites the sign of every
loaded container your game owns.
Install
- Install BepInEx for Valheim.
- Install this mod. On a server, install it on the server and on every client.
For manual install, drop OpenKeep.dll into BepInEx/plugins. The config file and the YAML files are created on
the first run. A server pushes its gameplay settings and YAML files to every client; with Lock Configuration on
(the default) clients cannot change them while connected.
Warnings
- Items in the extra rows and columns of an enlarged container are invisible to players without the mod and to the vanilla game. Everyone on a server should run the same container sizes.
- Lowering a stack multiplier or an absolute stack size, or removing the mod, loses the part of a stack above the new maximum when the inventory that holds it loads. Split large stacks before lowering a limit.
- Signs are real vanilla signs. They stay in the world when the mod is removed, and each one removed with the
hammer returns one wood. Switch
7. Signs / Enabledoff before removing the mod to have them taken down.
Building
Requirements: .NET SDK 8, Valheim installed with BepInEx, and the ValheimModLibs folder next to this one.
pack.ps1 builds the mod and creates a Thunderstore zip in thunderstore/.
dotnet build OpenKeep/OpenKeep.csproj -c Release
Bugs and feature requests
The source is open, at the repository linked from the store page (website_url in thunderstore/manifest.json):
https://github.com/geraldjglasgow/ValheimMods. Found a bug or want a feature? Open an issue at
https://github.com/geraldjglasgow/ValheimMods/issues and name the mod, its version and what happened.
License
MIT. Copy it, change it, build on it, ship it, free of charge. The only condition is keeping the copyright and license notice from the LICENSE file.

