SmartRepair
Repairs everything the moment you open a crafting station, and lets later stations repair gear from earlier ones.
About this mod Author’s original text
SmartRepair
Quick and easy auto-repair for Valheim. Your newest crafting station repairs everything
from the older ones too.
Valheim repairs one item per button press, at the one station that made it. SmartRepair does
the whole job the moment you walk up to a station, and lets your newest station cover
everything the older ones could.
Built fresh against the current game, for the Unity 6 update.
Client-side only. Durability lives on your own character, so nothing here talks to the server
and nobody else in the world needs the mod.
What it does
Repairs everything when you open a station. Interact with a workbench, forge, black forge
or galdr table and every repairable item in your inventory is fixed before the panel finishes
opening. One message tells you how many. Crafting skill goes up exactly as it would have if
you had pressed the button yourself, once per item.
Later stations cover earlier ones. Vanilla ties each item to the station that crafted it,
so a stone axe needs the workbench even when you are standing at a black forge. SmartRepair
orders the stations by progression instead:
| | Station | Repairs |
|:---: | --- | --- |
| 1 | Workbench | Workbench gear |
| 2 | Forge | Forge, Workbench |
| 3 | Artisan Table | Artisan, Forge, Workbench |
| 4 | Black Forge | Black Forge, Artisan, Forge, Workbench |
| 5 | Galdr Table | Everything |
This applies to the repair button too, not just the automatic pass — the button lights up for
anything the station now covers, so manual repair works the same way if you turn the automatic
pass off.
Install
Through r2modman or Mod Manager, or drop SmartRepair.dll into
BepInEx/plugins.
Uninstall any other auto-repair mod first. Two of them patching the same repair path will
fight each other.
Config
BepInEx/config/com.ljindustries.valheim.smartrepair.cfg, written on first launch.
| Setting | Default | What it does |
| --- | --- | --- |
| Auto Repair / Enabled | true | Repair on station use. Off leaves only the widened repair button. |
| Auto Repair / ShowMessage | true | Centre-screen message with the count |
| Auto Repair / MessageText | Repaired {0} item(s) | Text for that message; {0} is the count |
| Cross-Station Repair / Enabled | true | Later stations cover earlier ones |
| Cross-Station Repair / StationOrder | the five vanilla stations | Progression order, earliest first |
| Cross-Station Repair / RequireStationLevel | false | See below |
| Advanced / VerboseLogging | false | One log line per repaired item |
StationOrder
Internal station names, comma separated, earliest first. The $ is optional:
$piece_workbench, $piece_forge, $piece_artisanstation, $piece_blackforge, $piece_magetable
Anything not on this list keeps vanilla behaviour, so a modded station is unaffected until you
add it. To slot one in, put its name where it belongs in the progression — the order of the
list is the only thing that matters, not the position numbers.
RequireStationLevel
Vanilla will not repair an item if the station's upgrade level is below the recipe's minimum.
SmartRepair skips that check when the station is further along the progression than the recipe
asked for, because station levels are not comparable across station types: a level 1 black
forge is further along than a level 4 workbench. Set this to true to enforce the level
requirement anyway. Repairs at the item's own station always use vanilla's rule either way.
Notes
- Only items already in your inventory are repaired — the same set the repair button works on.
- Stations that cannot repair at all in vanilla still cannot. If there is no repair button,
SmartRepair does not invent one.
- Roof and fire requirements still apply. Pressing use on a station that fails those checks
repairs nothing, same as vanilla.
- Repair stays free, as it is in vanilla.
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: