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Everlit

Everlit

Fires and torches your players build never run out of fuel.

Torches, campfires, hearths, braziers and candles in Valheim burn fuel, and sooner or later somebody has to walk around the base with a stack of resin. Install Everlit on your dedicated server and every fire a player builds stays lit for good. The fire pits that come with the world, at abandoned camps and villages, stay as they are. Hot tubs, stone ovens and the eitr refinery keep going without fuel too, and more can be switched on: furnaces, the Deep North's frost stations and shield generators.

Your players don't install anything. It runs only on the server.


What you get

Fires that stay lit Every fire a player built burns forever, without using fuel. Nobody has to refill a torch again.
Only player-built fires The world's own fire pits, at abandoned camps and villages, stay dark the way the game made them. Switch PlayerBuiltOnly off if you want those lit too.
Pick which fires Switches for campfires, bonfires, hearths, torches, braziers and candles, and a list for single fire types to leave alone.
Hot tubs, ovens and the eitr refinery too Hot tubs stay hot, stone ovens keep cooking and the eitr refinery refines, without anyone feeding them wood or sap. Each has its own switch.
Furnaces and frost stations, if you want Off by default. Switch Furnaces on and smelters and blast furnaces smelt without coal, using the game's own "needs no fuel" setting that the spinning wheel and windmill run on. FrostKiln and FrostFoundry do the same for the Deep North's frost stations.
New fires too A fire is switched over as soon as it's built.
The game's own feature Valheim already has fires that never run out (the traders' fire pits). Everlit switches that same feature on for your players' fires, using a per-object setting every player's game applies by itself. Nothing is faked, and no fuel is added over and over.
More if you want it All off by default: only inside players' wards, shield generators that never run down, fires that don't choke on smoke indoors, and fires players can turn off.
Easy to undo Turn Enabled off and every fire Everlit lit goes back to burning fuel.
Light on your server One walk of the world a minute after it loads, spread out so no frame does more than a millisecond or two of work. After that Everlit only reacts to fires as players build them; it doesn't sweep the world again. (WardedOnly adds one more walk when it's switched on, to find the wards.)

Install

You need a Valheim dedicated server with BepInEx on it (BepInExPack for Valheim). Most server hosts have a one-click option for BepInEx.

  1. Download Everlit-<version>.zip from Releases.

  2. Unzip it. Inside is a plugins/Everlit folder.

  3. Copy the Everlit folder into your server's BepInEx/plugins folder, so you end up with:

    <server>/BepInEx/plugins/Everlit/Everlit.dll
    
  4. Start the server. In the server log you should see:

    Everlit 1.1.1 loaded
    

    and, a minute after the world loads:

    Everlit: 86 fires kept lit (11 campfire, 1 bonfire, 8 hearth, 62 torch, 4 brazier); 86 newly lit, ...
    

Removing it

The switches Everlit turns on are saved with each fire, hot tub, oven and station, so they stay even without the mod. To go back to normal, set Enabled = false, wait for the log line saying they were put back (a few seconds), and only then remove the mod.


Settings

Settings live in BepInEx/config/com.cocopuff2u.everlit.cfg. The file appears after the first start. Edit it any time: Everlit picks up the change a second after you save, and says Settings reloaded in the log.

Setting Everlit default Vanilla game What it does
Enabled true fires burn fuel Keep fires lit. Off puts every fire Everlit lit back to normal.
PlayerBuiltOnly true Only fires a player built. Off: the world's own fire pits too, which then light up and stay lit.
WardedOnly false Only fires and stations inside a player's ward that's switched on. The rest stay normal. Building, switching or tearing down a ward changes the fires around it a few seconds later.
Campfires true Campfires and the iron fire pit.
Bonfires true Bonfires.
Hearths true Hearths.
Torches true Standing and wall torches, jack-o-turnips and lanterns.
Braziers true Standing and hanging braziers.
Candles true Resin candles.
OtherFires true Any other fire that burns fuel, including ones added by other mods.
HotTubs true hot tubs burn wood Hot tubs stay hot without wood. Wood already in one stays there; no more can be added while it's on.
Ovens true ovens burn wood Stone ovens never run out of wood. An empty one is given just under one piece, so it can cook; tearing it down drops none.
EitrRefinery true the refinery burns sap The eitr refinery refines without sap. Sap already in one stays there; no more can be added while it's on.
Furnaces false furnaces burn coal Smelters and blast furnaces (and modded furnaces that burn coal) smelt without coal. Coal already in one stays there; no more can be added while it's on.
FrostKiln false the kiln turns ice into frozen fuel The frost kiln runs without ice. It takes nothing else in, so it makes frozen fuel out of nothing: a piece every 30 seconds, dropped on the ground, while a player is near it, and up to an hour's worth (120 pieces) at once when someone comes back.
FrostFoundry false the foundry burns frozen fuel The frost foundry never runs out of frozen fuel. An empty one is given just under one piece; tearing it down drops none.
ShieldGenerators false a hit uses up fuel Shield generators use up no fuel when their shield is hit, so it never breaks. It still needs fuel put in once to come on, and its size still goes by how much is in it.
NoSmokeChoke false fires go out when smoke can't get away Lit fires don't go out under a roof with nowhere for the smoke to go, with something solid right above them, or partly buried. The smoke still fills the room and still hurts.
PlayersCanTurnOff false Players can turn lit fires off and on by using them (there's no on-screen prompt: the game shows none on a fire that never runs out). The game's own rule for such fires: rain, or strong wind with little cover, turns one off, and it stays off until someone lights it again. Switching this off lights any fire left turned off.
ExcludeFires (empty) Fire types to leave alone, by prefab name, comma separated, e.g. piece_walltorch, bonfire (hot tub: piece_bathtub, oven: piece_oven, eitr refinery: eitrrefinery, furnaces: smelter, blastfurnace, frost kiln: piece_FrostKiln, frost foundry: piece_FrostFoundry, shield generator: piece_shieldgenerator). Wins over the switches.
LogEachFire false A log line for every fire lit or put back: what it is and where.

A blank means the game has nothing like it.


Good to know

  • A fire someone is standing next to switches over the next time it loads for them, after they walk away and come back or log in again. Until then Everlit gives it a full load of fuel, so it can't go out in the meantime. The log counts these as "still used fuel in a player's game" until they've switched. Hot tubs, ovens and stations get no fuel top-up (see "No free fuel"), so one loaded for a player right now keeps using fuel until it next loads for them, and can go out if it runs dry before then.
  • Fires still go out the way the game puts them out: under water, or choked by their own smoke under a roof with nowhere for it to go (unless NoSmokeChoke is on). Those don't use fuel.
  • Smoke itself can't be switched off from the server: it's made only in each player's own game.
  • Adding fuel. A lit fire won't take wood or resin any more, the same as the traders' fire pits, and a switched hot tub, furnace or eitr refinery says it's full. Ovens and the frost foundry still take fuel, though they don't need it.
  • Hot tubs, ovens and stations use the same kind of switch as the fires, saved on each one. The hover text still shows the fuel in them over a maximum of 0 (a hot tub with three pieces of wood in it reads Wood 3/0).
  • No free fuel. Nothing is topped up with fuel a player could get back: tearing one down gives back only what players put in. The one exception is FrostKiln, which makes frozen fuel out of nothing when it's on.
  • The charcoal kiln, spinning wheel and windmills need no fuel anyway. Smelters and blast furnaces are only touched with Furnaces on, the frost kiln and frost foundry only with their own switches on.
  • The shield generator is only touched with ShieldGenerators on: without using up fuel, its shield never breaks.

Troubleshooting

Problem Fix
Nothing in the log about Everlit BepInEx isn't running. Check that BepInEx/LogOutput.log exists and the server starts through BepInEx.
A torch near me still burns down It switches the next time it loads for you: walk out of the area and back, or log out and in.
An old fire pit at a camp didn't light That's on purpose: only fires players built. Set PlayerBuiltOnly = false to light those too.
With WardedOnly, a fire in my base still burns fuel Its ward has to be switched on, and the fire within the ward's circle. The log line WardedOnly: n wards found, n switched on shows what Everlit sees.

Still stuck? Open an issue and attach BepInEx/LogOutput.log.


More

  • CHANGELOG.md: what changed in each version.
  • Building from source: ./build.sh --managed <server>/valheim_server_Data/Managed (needs the .NET SDK 8+). The zip lands in dist/.
  • Self-test: build with dotnet build src/Everlit.csproj -c Release -p:SelfTest=true, put that DLL on a test server, create an empty file BepInEx/config/everlit.selftest and start the server. It builds fires out at sea and near the middle of the world, has the server's own game load them to watch them burn (or not) over three days of world time, tries every setting, logs Everlit TEST PASS or FAIL for each, then removes what it made. The normal build has none of this in it.

Credits

Everlit is made by Cody Keats, who also makes Munin Map, Regrove and Unmarked.

Licence

MIT. See LICENSE.

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