Sinka

版本 v1.3.0·更新於 2026-10-07

Snap points for chests, fences and anything else that will not line up.

模組介紹 作者原文

Sinka

Sinka adds snap points to the vanilla pieces that ship without any, mainly chests, fences

and stake walls. Place one and the next snaps flush beside it or squarely on top, the same

way walls and floors already do.

Named for the dovetail joint. It started as a chest mod and now covers fences too; the name

stayed so existing config files keep working.

Features

  • Eight snap points, one on each corner of a piece's own measured footprint.
  • Fences and stake walls get a ladder of points up each end instead, so a fence line can

follow sloping ground.

  • A standing torch placed on a pole snaps down into it, centred, with only its head showing

above the top. Which torches and which poles is a config list, and how much of the torch

still shows is measured off its own fire when you do not say.

  • Gap is per prefab where you want it to be, so chests can sit flush in the same world

where stakes stand a hand apart.

  • A chest can be set down on top of another chest, which vanilla refuses outright. Read the

server warning under Stacking chests before using it on a server.

  • Containers are matched by component, so modded chests are covered without naming them.
  • Fences are matched by a config list you can extend.
  • PointOverrides takes exact coordinates for a named prefab when the derived box is wrong.
  • Optional: snap every buildable piece the game never gave points to.
  • Pieces that already have snap points, vanilla or from another mod, are left alone.
  • Nothing is added to prefabs you cannot build, so dungeon loot chests and pots stay

unsnappable.

How the snapping works

A snap point in Valheim is a child transform tagged snappoint, and that is all the game

needs. While you hold a placement ghost, FindClosestSnapPoints picks the closest pair of

points within 0.5m, one on the ghost and one on a placed piece nearby, then moves the ghost

so the two points become the same point.

That rule is why Sinka uses corners and nothing else. A ghost's left corner landing on a

placed chest's right corner is flush adjacency, and a bottom corner landing on a top corner

is a clean stack. Mixing corners with face centres would let a chest snap half its own

width out of line.

Gap pushes the corners outward by half its value, since both pieces contribute half the

space between them. Gap = 0.1 leaves 10cm between two chained chests.

Footprints are measured at load from collider data, and only from the geometry that will

actually be standing there. A built piece carries its damage states and destruction chunks

in the same prefab, and measuring all of them at once inflates the box: wood_fence comes

out 2.72 x 2.30 x 0.85 that way against a panel of roughly 2.0 x 1.5, which would leave

chained fences standing 0.72m apart.

The fence ladder

Eight corners give a fence two heights to attach at, its base and a full panel up. Neither

helps you run a fence up a hill, so a fence gets points up both ends instead, at mid-depth,

every FenceLadderStep metres, starting FenceLadderBelow metres under its own base so

the next panel can step down as well as up. The rungs run along whichever horizontal axis

of the piece is longer.

The ladder is capped at 24 rungs per piece. A tall piece with a small step hits that cap and

logs a warning saying where the ladder stopped.

Torches on poles

Aim a standing torch at the top of a pole and it snaps down into the pole, centred on it,

with only its head standing above the top. Build the pole first; the torch goes on afterwards.

What pairs with what is the Sockets setting, one entry per line of pieces:

piece, piece: target, target: metres showing; next entry

Semicolons separate entries, colons separate an entry's three fields, commas separate names

within a field. Out of the box that is the four standing torches and the mist demister, into

the seven poles that exist and can be built: wood, core wood, darkwood and ashwood. The

dvergr pole is a prefab you cannot place, so it is not among them.

The torch snaps only while

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_Valheim

檔案與校驗

檔案名稱
Sinka-1.3.0.zip
檔案大小
108.6 KiB