NishinkusSmelterLink

版本 v0.3.0·更新於 2026-09-24

Pick which chest each smelter, kiln or blast furnace takes its ore and fuel from, and which chest the finished bars go into. Linked smelters keep working while you are somewhere else.

模組介紹 作者原文

Nishinku's SmelterLink

Mark a specific input, fuel and output chest per smelter, kiln, blast furnace, windmill

or spinning wheel. Linked smelters keep running while you are away from them.

Built against Valheim 1.0.12 (network version 40, Unity 6000.0.75), BepInEx 5.4.2350.

Using it

Marking hangs off the switches the smelter already has, so what you are looking at decides

what you are about to set:

| Looking at | Press G to set |

| --- | --- |

| the ore / item slot | input chest |

| the fuel slot | fuel chest |

| the empty / output slot | output chest |

The hover text on each switch says which one it is and what is currently linked. Once

selection has started, a panel appears at the top of the screen showing all three slots,

and every chest you look at says what it would become.

| Key | While selecting |

| --- | --- |

| G on a chest | Bind it to the active slot |

| 1 / 2 / 3 | Switch to input / fuel / output |

| X | Clear the active slot |

| Esc | Cancel |

The 1 / 2 / 3 fallback exists because not every piece has all three switches — a

charcoal kiln has no separate fuel slot, for instance.

Lines are drawn to whatever is already linked while you are marking. Several smelters can

point at the same chest, and distance does not matter.

The linker rod

A craftable rod that makes the whole network visible at once. Workbench, 5 wood,

1 surtling core, 2 resin.

While it is in hand:

  • every link within Range (default 64m) is drawn, colour-coded per slot
  • looking at a chest fades all links except the ones touching it
  • a chest's hover text says what it feeds — Feeds: 3 input 1 fuel, or that it is unused

Marking still works without the rod; the rod is for reading a base rather than editing one.

The rod is registered through Jotunn and reuses the club model, so it looks like a wooden

stick. Change the second argument of the CustomItem call in src/LinkerTool.cs to clone

something else. Because it is a modded item, any rod sitting in an inventory will be

dropped from the save if this mod is ever uninstalled.

Why a marked chest is better than a radius

Vanilla picks the first item in m_conversion that it can find — there is no notion of

preferring one fuel over another. A charcoal kiln will happily eat core wood and fine wood.

Radius-based feeder mods inherit the same problem from the other side: they pull from

whatever chest happens to be nearby.

Linking makes the chest itself the filter. A kiln pointed at a wood-only chest burns wood

and nothing else, and when that chest runs dry the kiln stops instead of moving on to your

building material.

Running while unloaded

Valheim only instantiates objects in loaded zones, but all of a smelter's state — fuel,

the ore queue, the bake timer, the pending output — lives in its ZDO, and a chest's

contents live in its ZDO as a serialised ZPackage under items. In singleplayer the

whole ZDO database is resident in memory, so this mod runs the conversion loop directly

on that data. No zones are kept alive and no physics or AI is simulated.

Offline production requires a linked output chest, because there is nowhere to put the

result otherwise — the vanilla code path instantiates an ItemDrop at the smelter, which

needs the object to exist.

Two things the simulation cannot observe without the object: the roof check and windmill

wind. Both are cached in the ZDO on every vanilla tick, so they reflect the last time you

were standing there.

The vanilla 1-hour cliff

Vanilla smelters do advance while unloaded — Smelter.UpdateSmelter computes elapsed time

from StartTime in the ZDO — but the accumulator is clamped to 3600f. Being away for

five hours yields one hour of smelting and discards the rest. This mod ticks continuously,

so the clamp never comes into play. MaxCatchupSeconds sets the mod's own limit

(default 24h).

World time only advances while the world is loaded, so closing the game does not bank

production.

Config

BepInEx/config/nishinku.smelterlink.cfg

| Setting | Default | |

| --- | ---

安裝與使用 安裝:BepInEx 外掛

  1. 本站下載的壓縮包就是模組本體,通常是 BepInEx 外掛(解壓後得到 .dll 或外掛資料夾)。
  2. 建議流程:用社群模組管理器(如 r2modman)選中本遊戲後匯入該模組,管理器會自動裝好 BepInEx 前置並處理依賴。
  3. 手動流程:先在遊戲目錄裝好 BepInEx 載入器,再把解壓出的 .dll 或外掛資料夾放進 BepInEx/plugins/。
  4. 啟動遊戲,BepInEx 控制台會列印載入日誌;確認這個模組出現在日誌裡即為安裝成功。

帶「前置依賴」的模組需要一併安裝,否則不會載入。功能開關通常在遊戲內或外掛自帶的設定檔裡調整。 多人連線時,主機與所有用戶端需要安裝一致的模組。

前置依賴

下面這些內容需要先安裝,否則該模組不會生效:

denikson-BepInExPack_ValheimValheimModding-Jotunn

檔案與校驗

檔案名稱
NishinkusSmelterLink-0.3.0.zip
檔案大小
27.1 KiB