McCraftReach
Craft and upgrade using materials from containers within 50m, without pulling them out first. Ownership-safe, no item loss.
About this mod Author’s original text
McCraftReach
Craft and upgrade using materials from nearby containers, without pulling them out first.
What it does
Open any crafting station. Recipes you have the materials for — counting everything in
containers within 50m — show as craftable, the ingredient counts include container stock,
and crafting spends your own items first, then pulls the rest from the containers.
What it does NOT do (yet)
- Building pieces (hammer) still use only your inventory; this version covers the crafting
station panel (craft + upgrade).
- Recipes that require only one ingredient (requireOnlyOneIngredient, e.g. some foods)
are not covered when you hold none of the ingredient yourself.
- Smelters, kilns, cooking stations and other fuel/ore inputs are not fed from containers.
Configuration
BepInEx/config/joaorodrigues.valheim.mccraftreach.cfg
| Option | Default | What it does |
|---|---|---|
| Enabled | true | Master switch |
| Range | 50 | Container search radius, in meters |
| RespectPrivacy | true | Skip warded areas, private and group containers you don't own |
Why it does not lose or duplicate items
Removing from a container's inventory without owning its ZDO desyncs and can lose or dupe
items. Before removing, McCraftReach claims the container's ZDO, forces the latest blob to
sync and reloads the cache — the same protocol the game uses in RPC_TakeAllResponse —
then removes, which triggers the container's own Save because we now own it.
It only ever touches your inventory's CountItems / RemoveItem while a crafting method
is on the stack, so nothing outside the crafting screen is affected.
Multiplayer
Every player needs the mod. It works through ZDO ownership of the containers.
Compatibility
- Valheim 1.0.12 (network 40)
- BepInEx 5.4.2350
- Not compatible with other "craft from containers" mods running at the same time.
License
MIT.
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: