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GearAndStorage

Equipment, storage and selected quality-of-life features in one standalone Valheim mod.

Report a bug or suggest a feature · Browse existing reports · Player and Server Guide

English and Czech reports are welcome. Include client/server versions, reproduction steps, relevant settings and mods, and logs or screenshots.

Install the same version on the server and every client. Single-player and player-hosted worlds are supported too. This is not a server-only mod.

GearAndStorage does not require ValheimPlus, EquipmentAndQuickSlots, Jotunn or an external quest mod. It replaces selected features, not every feature of those mods. Mod-owned interface text supports English, Czech and German. The built-in example quest is translated when displayed; existing quest files are preserved.

Take your quests into the wild: GaS-QuestSpawner

Download GaS-QuestSpawner — the optional hunting companion for GearAndStorage

Turn kill quests into personal hunting expeditions with red circles on the map, increased enemy spawns and configurable difficulty. Hunting zones activate when the quest owner enters; harder settings introduce stronger enemies and minibosses. Set the difficulty in the mod configuration. GearAndStorage is required, and rewards remain defined by each quest. Normal boss summoning stays unchanged.

Multiplayer quest routing — new in 0.5.17

GaS-QuestSpawner 1.0.3 can credit the exact quest attempt belonging to the player who owns an active hunting zone. When another player kills a spawned creature inside that zone, the owner receives progress and the killer also receives progress if their own active quest requires the same target. Existing accepted quests remain valid. Install matching versions on the server and every client. The two-player scenario was verified in game by the author.

Coin pouches — new in 0.5.16

Craft a coin pouch and equip it next to your leg armour. Eight biome tiers hold up to 100,000 coins. Coins inside add no weight, and standard purchases can use the balance directly. Collected coins and quest rewards can be stored automatically. The pouch and its contents follow normal tombstone rules.

Click the equipped pouch to drag up to 10,000 coins directly into normal inventory or an open chest. Shift + click uses the game’s stack-splitting dialog. There is no separate pouch window. Right-click unequips the pouch when nothing is being dragged; Ctrl + right-click upgrades it at a workbench with the next tier’s materials, preserving its balance. Withdrawn coins stay where you place them. The optional Epic Loot integration gives each equipped tier a fixed passive. See COIN-POUCHES.md for recipes, capacities and controls.

What's new in 0.5.15

  • English, Czech and German, selected automatically from Valheim's language settings. Other languages use English for mod-owned text.
  • Translated equipment labels, quest interface and built-in example quest, notices, trash controls, and Configuration Manager labels and descriptions. Custom quest files keep their author's text.
  • Fixed the missing-template error when hovering over the inventory trash button.
  • Quest rewards now fill compatible existing stacks before taking up new inventory cells. If the whole reward does not fit, it waits without granting a partial reward. Enchanted item metadata is preserved.
  • Trash behaviour and repeated coin rewards were verified in game by the author; automated reward, inventory, quest and localization checks passed.

Existing settings and quest progress are preserved. Install the same version on the server and all clients. See LOCALIZATION.md for language details.

Equipment recovery (0.5.14)

Equipment recovered from a tombstone automatically equips after the transfer completes. The author verified this in game with equipment worn before death. Already-worn replacement equipment takes priority; ordinary loot and quick-slot items are not auto-equipped. Native equip restrictions still apply.

The inventory also repairs its layout before the game drops items with invalid positions after resizing. This protection addresses the armor-on-world-entry report; confirmation in the reporter's environment is still pending. Update the server and every client to the same version.

Inventory trash (0.5.13)

The TRASH button sits below the equipment/quick-slot panel. Pick up an item or split stack from your own inventory, then click or release it on the button. A dialog shows the item and exact quantity; only DELETE deletes it. CANCEL, Escape or closing the inventory cancels without consuming the item. Deletion is permanent and gives no recycling materials.

Equipped items, equipment/quick slots and native game quest items are protected. Chest items must be moved into your own inventory first. Changed or replaced items are rejected at confirmation. Disable the button with server-controlled [Trash] Enabled = false.

The quest integration API supports GaS-QuestSpawner. The spawner is a separate optional mod, not a dependency of GearAndStorage. It can redirect zone creature kills to the exact quest attempt without changing rewards.

Automated deletion tests cover full/partial stacks, repeated confirmation, stale/replaced items and protected items. The author has verified trash behaviour in game with version 0.5.15. Update the server and every client together.

Equipment and inventory

  • Equipment slots arranged around the body: head, chest, legs, cape, trinket and two fixed utility slots.
  • Up to six quick slots. The first three default to Left Alt + Y / X / C, including Czech QWERTZ layouts.
  • Adjustable normal inventory rows and container dimensions.
  • Item stack increases from +0% to +500%, in steps of 50%. Unstackable equipment stays unstackable.
  • Item weight reduction: 0%, 25%, 50%, 70% or 100%.
  • Base carry capacity adjustable in steps of 50; equipment bonuses remain separate.

Chests, crafting and production

  • B: quick-stack matching items into nearby accessible chests. A chest must already contain that item type. Equipment and quick slots are protected; the hotbar is protected by default.
  • Crafting and building from chests: one switch and one range for crafting, upgrades and building. Materials are taken from the player first. Station requirements, recipe knowledge and placement restrictions still apply.
  • Furnace feeding: optionally supplies coal and accepted raw ores from chests within a fixed 10 metres. Does not feed wood, food or refined ingots.
  • Production storage: separate switches for smelters, blast furnaces, charcoal kilns, windmills, spinning wheels, eitr refineries, ordinary cooking stations, iron cooking stations, ovens, fermenters and sap collectors. Shared adjustable range, default 10 metres.
  • Beehives and honey are excluded from production storage.

Production output can use existing stacks and empty chest slots. Output that cannot be stored follows the normal drop behaviour; fermenters and sap collectors wait for room before automatic extraction. Food waiting for chest space can still burn. Automatic cooking collection does not award personal cooking XP or bonus portions. Crafting devices requiring a recorded player crafter remain manually operated.

Multiplayer chest access: crafting/building reads the replicated inventories of accessible, closed chests without requesting ownership, and saves modified chest inventories after payment. Production automation requires the machine and chest to be loaded and owned by the same game instance. Quick stack can request ownership and waits for the matching inventory revision. Private access and wards are respected. Open chests, gravestones and occupied wagons are excluded. Unloaded bases are not continuously simulated.

Long resource totals in recipe labels scale to fit on one line, including available counts added by My Little UI.

Shared building areas

Optionally connect workbenches into a building network. A new workbench's centre must be within an existing connected workbench's range. A stonecutter inside the network expands the connected workbench range, with defaults of 20 m base / 40 m connected.

The area is the union of the workbench circles. Connected station building permissions are shared; crafting recipes, upgrades, repairs and roof/fire requirements are not. Removing a bridge workbench can split the network.

Portal rules

Optional biome switches allow configured restricted items through portals. Hanging a boss trophy on the sacrificial stones can permanently unlock the corresponding biome's transport rules for everyone in that world. Killing the boss or hanging a decorative trophy does not unlock it. Item and trophy lists are configurable.

From 0.5.8, the inventory's cannot-teleport badge and tooltip also follow GearAndStorage unlocks. Server setting and world-unlock changes are reflected without changing the item's original prefab data.

Quests

L opens the quest journal. Accept one quest at a time, track objectives beside the minimap, switch quest lines and review completed quest names in a separate history panel.

After rewards are granted, an eight-second notification shows the completed quest and its rewards.

The journal includes an optional auto-accept next quest toggle (off by default). After rewards are granted, it accepts the next pending quest in the completed quest's line, including across journal pages. It stops at a locked quest or the end of the line, and does not reaccept abandoned quests. This local preference is saved in BepInEx/config/GearAndStorage/QuestPreferences.cfg, independently of server settings.

  • Server-controlled JSON definitions with prerequisite ordering.
  • Gather and kill objectives, item rewards and native Valheim skill rewards.
  • Gather progress counts items acquired after accepting a quest; those items are not consumed.
  • Rewards first fill compatible existing stacks, then use free normal inventory cells. They are granted automatically when objectives are complete and the entire reward fits. Missing reward prefabs or insufficient space keep the quest pending.
  • Progress is stored with the character and follows that character between worlds.
  • No external MMO XP integration or dependency on another quest system.

The mod generates a small example quest on first run. This release does not include a campaign or other authors' quest packs. Use exact item prefab names in your quests. Optional items from another mod require that mod to be installed.

Installation and configuration

Install with a Thunderstore-compatible mod manager, or install BepInEx for Valheim and copy plugins/GearAndStorage/GearAndStorage.dll to BepInEx/plugins/GearAndStorage/.

The first launch creates:

BepInEx/config/GearAndStorage/
  GearAndStorage.cfg
  Quests/
    quest_example.json
  Progress/

Place your quest definitions in Quests/quest*.json. Progress/ is only for optional one-time imports; ongoing progress is saved in the character profile.

The server controls gameplay configuration and quest definitions. Client overrides apply only during the connection and do not permanently overwrite personal settings. Keys and interface positions remain local. A missing or mismatched GearAndStorage version is rejected during connection.

Key settings:

  • Crafting.CraftFromChests: crafting, upgrades and building from chests; Crafting.ChestRange defaults to 20 m.
  • QuickStack.Enabled, QuickStack.Range and QuickStack.ProtectHotbar.
  • Furnaces.AutoFeedCoalAndOre: fixed 10 m input range.
  • Production: eleven separate station switches and ChestRange. No honey switch.
  • Stacks.IncreasePercent, Weight.ReductionPercent and Weight.BaseCarryCapacity.
  • Workstations.SharedBuildArea, BaseBuildRange and ConnectedBuildRange.
  • Quests.Enabled and Portals.UnlockOnTrophyAtAltar.

Crafting/building from chests, furnace feeding, production storage and shared building areas are off on a fresh installation. Stack and weight changes default to zero. Quick stack and quests are enabled; altar-based portal unlocks are enabled. Review the settings before starting an existing world.

Compatibility and updates

Do not run overlapping inventory/equipment extensions together. EquipmentAndQuickSlots, ExtraSlots, AzuExtendedPlayerInventory and ExtendedPlayerInventory are marked incompatible. GearAndStorage refuses to start while ValheimPlus inventory functionality is enabled. Disable overlapping features in other mods as well.

Items use the native player inventory with slot metadata. Private inventory formats from other mods are not automatically imported. Move equipment and quick-slot items to normal inventory before removing the mod. Before uninstalling or downgrading, split oversized stacks to vanilla limits; older versions do not provide the same preservation on load. Back up characters, worlds and configuration before changing inventory mods.

Version 0.5.11 was checked in a player-hosted world by the author and a tester, including crafting deductions and long resource totals. Automated checks cover inventory preservation, exact recipe payments, station settings, quests, configuration sync, portal display, quick stack and optional Epic Loot material access. Separate delayed-replica simulations expose a potential concurrent-write risk but do not reproduce Valheim's complete network conflict handling; they are not a certification of simultaneous crafting safety.

Epic Loot crafting materials (optional)

When Epic Loot exposes its inventory provider API, GearAndStorage supplies nearby chest materials using Crafting.CraftFromChests and Crafting.ChestRange. The player inventory is spent first. Only items classified as Material are supplied; equipment stored in chests is not offered for enchanting or dismantling. Epic Loot files are not modified, and no Epic Loot dependency is required. Unsupported API versions are skipped with a log warning.

Crafting, upgrading and building use nearby replicated chest inventories without ownership handoffs. Open, inaccessible and out-of-range chests remain excluded. Update GearAndStorage on the server and every client together.

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