CraftFromChests
Craft, build, and fuel smelters/kilns using materials from nearby chests, without moving them into your own inventory. Also fixes the crafting/building UI to show the correct available amount.
About this mod Author’s original text
Craft From Chests
Craft and refuel from nearby chests, without emptying them into your own inventory first.
Features
- Crafting: at any crafting station, materials sitting in nearby chests count
towards a recipe's requirements, just like they were in your own inventory.
- Building: in hammer/placement mode, pieces you can afford using chest
materials are placeable and shown as available, exactly like carrying the
materials yourself.
- Correct UI: the crafting and building requirement panels show the real
total (inventory + chests) as "needed/total", e.g. 8/200, and no longer
flash red when you actually have enough.
- Smelters, kilns & blast furnaces: press the ore/fuel button and the mod will
pull a unit from a nearby chest if you're not carrying any yourself.
- Configurable range: how far the mod looks for chests is a normal BepInEx
config option (default 40 meters).
Only chests you have access to are used (the same permission check the game itself
uses when you try to open one), so locked/private chests are correctly ignored.
v0.4.0: fixed a crash that could interrupt the building menu's update loop
(and block placing pieces) when a chest without a fully initialized inventory
was nearby, e.g. a placement ghost.
Installation
- Install BepInEx
if you haven't already.
- Drop CraftFromChests.dll into BepInEx/plugins.
- Start the game.
Configuration
After the first run, edit BepInEx/config/toxo.craftfromchests.cfg
(or use a config manager mod in-game) to change SearchRadius (1–100 meters,
default 40).
Compatibility
Client-side only mod that patches how crafting/building/smelting requirements are checked.
Works in single player and multiplayer (each player needs it installed to benefit
from it themselves).
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.
Install these first, or the mod will not work: