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ChestAPI

A BepInEx plugin for the Valheim dedicated server that tracks every player-placed chest (any piece with a Container component) and exposes it over a local JSON HTTP API, so other services can answer questions like "do we have enough iron to build X?".

This is API-only: no UI, no in-game commands, just data.

AI-assisted development: This mod was written with the help of Claude Code, an AI coding assistant. I review the changes and run it on my own Valheim dedicated server, but it has not been tested across many setups or Valheim versions. If something breaks, please report it with your Valheim version and the ChestAPI lines from BepInEx/LogOutput.log. See the changelog for what has changed.

Installation

  1. Install via Thunderstore (search "ChestAPI" under the Valheim community) using r2modman/the Thunderstore app on your dedicated server, or manually: drop ChestAPI.dll into <server>/BepInEx/plugins/ChestAPI/. Requires BepInEx (any mod manager install already includes it; manually, install the denikson-BepInExPack_Valheim pack first).
  2. Set the API token in the environment the server process runs in, then (re)start the server:
    export CHESTAPI_API_TOKEN=$(openssl rand -hex 32)
    
    See "Configuring the token" below for details and alternatives.
  3. Confirm it's up:
    curl -H "X-Api-Key: $CHESTAPI_API_TOKEN" http://127.0.0.1:8085/api/chests
    

What it tracks, per chest

  • id — stable Valheim ZDOID (e.g. "1234567890:42")
  • prefabName / displayName — e.g. piece_chest_wood / "Wood chest"
  • position (x,y,z) and rotationEuler
  • biome — best-effort (e.g. "Meadows")
  • privacy — "Public" / "Private" / "Unknown" (best-effort)
  • owner — placer's player id + name, if resolvable
  • loaded — whether this came from a currently-active zone (fresh) vs. a periodic background scan of chests outside any loaded zone (see "How it works")
  • width / height / usedSlots
  • items[] — each with prefabName (use this for recipe matching), localized displayName, stack, maxStack, durability, quality, variant, crafterId/crafterName, grid position

Endpoints

All responses are JSON. Every request needs header X-Api-Key: <value> — there is no open/unauthenticated mode: with no token configured, the API denies every request (fails closed) rather than defaulting to allow.

Endpoint Returns
GET /health { "status": "ok", "utc": ... }
GET /api/playerchests chests players built, with contents
GET /api/playerchests/items totals per item across those chests, most plentiful first
GET /api/playerchests/items/{prefab}/count { TotalStack, ChestCount } for one item
GET /api/playerchests/check?need=Iron:20,Wood:50 have / needed / missing per item (add &where=true for which chests hold it)
GET /api/players players who own chests, with chest counts (for a "whose chests?" picker)
GET /api/areas the named areas configured on the server
GET /api/chests, /api/chests/items, /api/chests/items/{prefab}/count, /api/chests/check the same, over every container, including dungeon and world chests
GET /api/chests/{id} one chest by ZDOID
GET /api/items/{prefab}/count older alias of /api/chests/items/{prefab}/count

A player chest is one that carries a creator id, meaning a player placed it. Dungeon and world chests (TreasureChest_* and similar) have none, so they only show up under /api/chests. Ships and carts that hold items also have a creator; leave them out with excludePrefab=Karve,VikingShip,Cart.

Choosing which chests

These work on every list, totals, count and check endpoint. Combine them freely; all of them must match. Names are case-insensitive, lists are comma-separated (or repeat the parameter), and an unknown parameter is a 400 rather than being silently ignored.

Parameter Meaning
owner=Mathias,297184578 chests owned by these players, by name or player id
minX, maxX, minZ, maxZ a rectangle on the map (the "grid"); leave a side out for no limit on it
x, z, radius a circle: chests within radius metres of that point (all three together)
minY, maxY height, e.g. minY=1000 for underground dungeons
area=base,farm named areas from the server config (see below); several are combined
prefab=piece_chest_wood, excludePrefab=... only / not these chest types
biome=Meadows,BlackForest only chests in these biomes
item=Iron,Chain only chests holding one of these items (on /items, also limits which items are listed)
loaded=true only chests in a loaded zone, i.e. with live contents
includeItems=false omit the item lists from the chest list, for a much smaller response

Map coordinates are Valheim world coordinates: x east-west, z north-south, y height.

Examples:

# How much iron do the player chests inside a 200 m circle around my base hold?
GET /api/playerchests/items/Iron/count?x=120&z=-2300&radius=200

# Ola's chests in a rectangle, without the item lists
GET /api/playerchests?owner=Ola&minX=0&maxX=500&minZ=-2500&maxZ=-2000&includeItems=false

# Can we build this? What is missing, and where is the rest?
GET /api/playerchests/check?need=Iron:150,Chain:20,Resin:300&area=base&where=true

Every totals, count, check and list response carries a Meta block: how many chests matched, how many are live (LiveChests) versus only known from the periodic scan (ScannedChests), and OldestUpdateUtc, the age of the stalest snapshot. A calculator can use it to say how fresh its numbers are.

Player names

Valheim only stores a chest's creator as a number, and the server only knows the names of players who are online. ChestAPI therefore remembers names: from players currently connected and from the crafter name stamped on any item in any chest. They are kept in BepInEx/config/mathias.valheim.chestapi.players.json and survive restarts. A player nobody has seen or whose crafted items are in no chest has no name yet; use their player id until they next log in.

Named areas

Define regions once on the server and let callers say ?area=base. In the BepInEx config, [Areas] Definitions, separate entries with ;:

base:circle:120,-2300,200;farm:rect:-300,100,-200,200

circle is x,z,radius; rect is minX,minZ,maxX,maxZ. Bad entries are skipped and logged at startup.

Configuring the token

Set it via the CHESTAPI_API_TOKEN environment variable in the environment the dedicated server process runs in (preferred — it never touches disk, so it won't end up in a config file or log):

export CHESTAPI_API_TOKEN=$(openssl rand -hex 32)

For a systemd-managed server, put it in the unit's EnvironmentFile= or an Environment= line so it's set before the process starts. If you'd rather use the BepInEx config file instead (BepInEx/config/mathias.valheim.chestapi.cfg, key ApiKey under [Http]), that works too, but the env var always wins if both are set. Restart the server after changing either.

How it works

The plugin tracks chests two ways. Live chests (anywhere a player currently is) update instantly whenever their contents change, via game hooks — this is where loaded: true comes from. Chests far from any player aren't normally kept in memory by the game at all, so a periodic background scan (every 60s by default, configurable) reads them directly from the server's saved world data instead; those show up as loaded: false. Either way, every chest the server knows about ends up in /api/chests — loaded just tells you whether the data is live or came from that last scan.

Chest location, in other words, doesn't matter — only whether somebody has to be standing nearby for the data to be fresh in real time.

For how this is implemented, build instructions, and known soft spots in the API detection, see DEVELOPMENT.md.

License

MIT.

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