Kynda
Load a smelter, kiln or fire several at a time. Fewer trips; the same metal out.
About this mod Author’s original text
Kynda
Load a smelter, kiln or fire several items at a time instead of one per press, and build two
pieces that make a smelter or a charcoal kiln hold more.
Kynda never changes throughput. m_secPerProduct and m_fuelPerProduct are untouched, so
twenty iron takes the same time and burns the same coal whether it went in as one load or
seven. What changes is how often you walk back to the station.
Built against Valheim 1.0.7, Unity 6000.0.75, BepInEx 5.4.23.5, Harmony 2.9.
Features
- Hold a modifier key (Shift by default) while adding ore, coal or wood and three go in
instead of one.
- Works on every station with a Smelter component: smelter, charcoal kiln, blast furnace,
windmill, spinning wheel, eitr refinery, and any modded station built on the same class.
- Works on fireplaces that can be refilled: campfire, hearth, bonfire, standing torches.
- The station's hover text shows the modifier, so the feature is discoverable without
reading this file.
- Two buildable upgrades, the Tun and the Woodrack, that raise the capacity of a smelter or
a charcoal kiln standing next to them.
- Everything is configurable: the key, the batch size, the upgrade costs, which stations
they serve, and how much capacity they add.
Batching
Hold the modifier and press Use on the station.
| Station | What goes in | Default per press |
| --- | --- | --- |
| Smelter, blast furnace, eitr refinery | ore on the ore switch, coal on the wood switch | 3 |
| Charcoal kiln, windmill, spinning wheel | wood or its own input | 3 |
| Campfire, hearth, bonfire, torch | logs | 3 |
Some details worth knowing:
- The modifier is held rather than toggled, so a plain press stays vanilla and you can still
top up a nearly full smelter with one last ore. Set BatchModifier to None if you would
rather batch every time.
- Batching runs after the game's own add has succeeded, so vanilla decides whether the first
item is allowed at all. Wrong item, empty hands, full station: nothing happens, same as
before.
- Holding Use on a fireplace to refill it repeats on the game's own timer and is not
batched. A single press is.
- Pressing Use on a fireplace that is lit and can be turned off is a toggle, not a refill,
so it never takes logs.
- Set SmelterItemsPerAdd or FireplaceItemsPerAdd to 1 to restore vanilla for either
half.
The upgrades
Two buildable pieces, on the hammer's Crafting tab, marked with the upgrade star. Both need
a Forge in range to build, because both are held together with nails.
| Piece | Cost | Serves | Capacity |
| --- | --- | --- | --- |
| Tun | 20 Fine wood, 15 Iron nails | Smelter, blast furnace | 10 ore becomes 30, 20 coal becomes 60 |
| Woodrack | 25 Fine wood, 20 Deer hide, 25 Bronze nails | Charcoal kiln | 25 wood becomes 50 |
Build one within 4 metres of the station it serves and the station's capacity goes up. The
coal figure is twice the ore figure because a smelter burns two coal per ore; matching them
would run the fuel out with a third of the ore still queued.
One per station. A second Tun beside the same smelter adds nothing, and says so in its hover
text rather than sitting there looking broken. Raise MaxPerStation if you want them to
stack.
Look at an upgrade and it draws the game's own station-link effect to the station it is
feeding, the same run of motes a chopping block draws to its workbench. That is how you tell
which piece belongs to which station in a row of eight. An upgrade that is not next to
anything it can serve says so in its hover text.
By default the Tun serves smelter and blastfurnace and the Woodrack serves
charcoal_kiln. Eitr refineries, windmills and spinning wheels are left alone. A cfg saved
before the Tun learned the blast furnace keeps Stations = smelter until you edit the line to
smelter,blastfurnace. Both lists are config, so adding a modded station is a line in the.cfg rather than a rebuild.
The models are plain.obj files read from beside the DLL at runtime, with a.col sidecar
for collision and an _
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: