balrond lightkeeper
Special Ward for controlling lights and fuel
About this mod Author’s original text
🔥 Lightkeeper - Mod Documentation
🔥 Overview
Lightkeeper adds a new buildable controller piece for Valheim that lets you manage fire and light sources in a smart, networked way.
The mod is designed for bases with many torches, braziers, hearths, campfires, sconces, and other pieces using Valheim's Fireplace component.
With Lightkeeper you can:
- 🔥 Turn connected fire sources ON or OFF from one place
- ⛽ Automatically distribute fuel to fires in range
- 📦 Store fuel inside the Lightkeeper itself
- 🔗 Connect multiple Lightkeepers into one shared network
- 📏 Adjust controller range in-game
- 🚫 Exclude individual fire sources from Lightkeeper control
- 🌐 Keep the system synced in multiplayer
🧩 Lightkeeper works with Valheim fire sources using the vanilla Fireplace component.
🏗️ What This Mod Adds
🔥 Lightkeeper
A new build piece that works as a fire and light control hub.
The Lightkeeper can:
- Detect fire sources in its radius
- Toggle nearby lights ON/OFF
- Prevent fuel consumption while lights are OFF
- Store fuel in its own internal storage
- Automatically refill compatible fires
- Link with other Lightkeepers into a larger network
🧾 Recipe
The Lightkeeper is built with the Hammer.
| Resource | Amount |
|---|---:|
| Stone | 20 |
| Ruby | 4 |
| Tin | 5 |
| Resin | 15 |
Requires:
- 🔨 Hammer
- 🧰 Stonecutter nearby
🎮 Controls
| Action | Input |
|---|---|
| Open fuel storage | E |
| Toggle connected lights ON/OFF | Alt + E |
| Toggle auto-fuel ON/OFF | Ctrl + E |
| Increase range | + or Numpad + |
| Decrease range | - or Numpad - |
| Ignore / obey Lightkeeper on individual fire | Ctrl + E while hovering the fire |
⚠️ In Valheim the alt parameter in Interact() is not the keyboard Alt key. Lightkeeper checks the real keyboard Alt key directly.
🔗 Network System
Lightkeepers can connect to each other and act as one network.
Two Lightkeepers are connected when one of them reaches the other with its radius.
Example:
Lightkeeper A range: 10m
Lightkeeper B range: 15m
Distance between them: 12m
A does not reach B.
B reaches A.
Result: connected.
This means a larger-range Lightkeeper can connect to a smaller one even if the smaller one does not reach back.
📏 Dynamic Range
Each Lightkeeper has an adjustable radius.
While hovering the Lightkeeper:
- Press + to increase range
- Press - to decrease range
Changing range can:
- Connect new Lightkeepers
- Disconnect old Lightkeepers
- Merge networks
- Split networks
The network is recalculated after range changes.
🔥 Light Control
When the Lightkeeper network is ON:
- Controlled fires can burn normally
- Fuel consumption works normally
- Auto-fuel can refill fires if enabled
When the Lightkeeper network is OFF:
- Controlled fires are forced OFF
- Controlled fires stop consuming fuel
- Auto-fuel does not run
Toggling one Lightkeeper affects every connected Lightkeeper in its current network.
⛽ Auto-Fuel System
Lightkeeper can automatically refill fire sources using fuel stored in connected Lightkeeper containers.
Auto-fuel is network-wide:
- If you turn auto-fuel OFF on one connected Lightkeeper, it turns OFF for the whole connected network.
- If you turn it ON, it turns ON for the whole connected network.
Auto-fuel only runs when:
- The Lightkeeper network is ON
- Auto-fuel is ON
- A valid fire source is inside the network
- The fire source is not ignored
- Matching fuel exists in connected storage
- The storage is not currently open by a player
📦 Fuel Storage
Each Lightkeeper has a small internal storage.
Storage size:
| Width | Height | Slots |
|---:|---:|---:|
| 3 | 4 | 12 |
This is not meant to replace a full chest. It is a compact fuel buffer for the controller network.
If multiple Lightkeepers are connected, their available storage is treated as a shared fuel pool.
🧠 Smart Fuel Distribution
The auto-fuel system is designed to be efficient.
It does not try to fuel every fire every frame.
Instead it:
- Runs on a timed interval
- Uses one network leader
-
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.