RE:NODE

Valheim group base: shared storage and crafting layout

By RE:NODE Team
11 min read


A Valheim group base works when anyone can walk in, find what they need in under a minute, craft at fully upgraded stations and leave - without asking where the iron went. That comes down to five things: one set of crafting stations with every upgrade built around them, chests grouped by material and labelled with signs, one smelting row placed where ore actually arrives, a bed and a personal chest for each player, and an agreed split of who builds and crafts what. The failures are predictable too: three half-upgraded workbenches, iron scattered across twelve unlabelled chests, two people smelting the same copper, and a hall so dense with pieces that everyone's frame rate drops when they step inside. This guide is the layout and the rules that avoid all of them.

What a shared base needs to do#

On a server, the base is a set of world objects that everyone can use. Crafting stations, chests, smelters and beds belong to the world, not to whoever placed them, and any character on the server can use them. The one exception people rely on is the personal chest, covered below.

That shapes the design. A solo base can be organised in one person's head. A group base has to be organised for the player who logged in for the first time in a week and wants to repair their armour and leave. Every rule here is about that player.

The base also has a cost. Every piece is stored in the world and loaded by everyone who comes near it, and the player who owns the zone simulates what is in it. Base placement for shared servers covers where to put the base and how far to keep it from other people's. This post covers what goes inside.

Crafting stations and their upgrades#

Every station has a level, and higher levels unlock recipes and item upgrades. Levels come from extension pieces built near the station: place one within range and a line connects it to the station. The group needs exactly one of each station, with every extension built. Two half-upgraded forges are worse than one finished one, because each craft has to happen at whichever one has the upgrade you need.

StationAgeExtensionsNotes
WorkbenchMeadowsChopping block, tanning rack, adze, tool shelfNeeds a roof. Also sets where you can build
ForgeBronzeForge cooler, toolrack, smith's anvil, bellows, grinding wheel, anvilsWeapons, armour and tools in metal
StonecutterIron-Stone building pieces
Artisan tablePlains-Spinning wheel, windmill and other Plains pieces
Black forgeMistlandsIts own extensionsBlack metal and Mistlands gear
Galdr tableMistlandsIts own extensionsMagic staffs and Mistlands magic items

The workbench maxes out at level 5 and the forge at level 7 in current versions; later stations have their own ladders. Extension recipes change between updates, so build from the in-game list rather than from a guide.

Two practical points that save time:

  • Upgrading items needs the station level. A sword crafted at forge level 1 can only be upgraded once the forge is high enough for that quality. If someone cannot upgrade their gear, the answer is usually a missing extension, not missing materials.
  • Repairs happen at the station that made the item. A Mistlands helmet is repaired at the black forge, not the forge. Keep all stations in one building or one compound, so a single walk past them repairs everything.

Put the stations close together in a crafting hall with a roof over the workbench, and leave room between them for the extensions that come later. The most common rebuild in a group base is tearing down a wall because the forge had no room left for a grinding wheel.

Chests: layout, labels and capacity#

Chests are where groups fall apart. The fix is boring and works: chests by category, a sign on every chest, and one place for each material.

ChestSlotsWhen
Wood chest10Meadows
Reinforced chest24Iron era
Black metal chest32Plains
Personal chestSmallOnly its builder can open it

Replace wood chests with reinforced ones as soon as iron allows. Ten slots fill up with one category of material, and the jump to twenty-four halves the number of chests you need.

A layout that has worked for many groups:

storage-hall.txt
Wall 1 - Building:   wood | fine wood | core wood | stone | resinWall 2 - Metals:     copper | tin | bronze | iron | silver | black metalWall 3 - Mob drops:  leather | hides | bones | trophies | chitinWall 4 - Food:       raw | cooked | mead (in the kitchen, not here)Floor:   "Inbox" chest by the door - dump here if unsure, sort later

The inbox chest is the most useful piece in the base. A player back from a trip with a full inventory and five minutes to spare puts everything in it. Whoever is home and bored sorts it. Without an inbox, people either dump things into the nearest chest, which ruins the layout, or keep them in their inventory, which hides them from everyone.

Label every chest. A sign above or on each chest, or an item on an item stand beside it, tells a new player what it holds without opening it. Signs are cheap and they turn a storage hall into something a newcomer can use.

Recent versions add a button in the container window that moves items matching stacks already in the chest out of your inventory. With chests sorted by category, that one button unloads most of a trip.

The smelting row and the ore route#

Smelting is where groups duplicate work most. Ore takes time to process, and two people loading two smelters with the same copper while a third has none is a common sight.

The stations involved:

  • Smelter: ore and coal in, metal out. Copper, tin, iron and silver.
  • Charcoal kiln: wood in, coal out. Feed it the wood nobody wants.
  • Blast furnace: Plains-era black metal scrap, and the later ores the smelter cannot handle.
  • Eitr refinery: Mistlands, for eitr.

Smelters hold a limited amount of ore and fuel at once and process steadily, so build several in a row with a kiln at one end and a coal chest in the middle. Two or three smelters are plenty for a small group; more mostly adds pieces to the base.

Place the smelting row where ore arrives. By default metals cannot go through portals, so ore comes home by ship or cart. A smelting row at the dock means ore goes from the boat to the smelter without being carried across the base. If your group uses -modifier portals casual, which lets ore through portals, put the row beside the portal hub instead. Ore logistics with ships and carts and portal rules cover both routes.

One rule removes most of the duplication: whoever brings the ore smelts it, and the finished bars go into the metals chest, not their inventory. The group's metal is then always in one place, and anyone crafting knows exactly what is available.

Who builds what#

A group of four with no plan will make four sets of bronze tools in the same week. A tiny amount of coordination stops that, and it does not need to feel like a job.

  1. One builder per structure. Whoever starts the crafting hall finishes it. Others bring materials. A building with four designers ends up with four rooflines.
  2. Requests, not hoarding. Keep a sign or a channel in Discord for "I need 30 iron for a Banded shield". Whoever has spare iron fills the request.
  3. Craft for the next trip, not for everyone. Gear is per character, so crafting five sets of armour "for the group" before a trip spends materials on players who might not be online.
  4. Shared tools stay shared. A spare pickaxe, cultivator and hammer in a tool chest by the door means nobody walks home because they forgot one.
  5. Upgrades are a group decision. Spending the shared iron on one player's forge-level weapon upgrade is fine if everyone agrees it is that player's turn.
crafting-requests.txt
Need: 20 iron, 10 leather -> Iron sword + upgrade (Asha)Need: 10 fine wood        -> Fermenter #3 (kitchen)Done: Forge level 5 - grinding wheel built (Rolf)

This matters most around boss fights, where the group often needs a specific set of gear at once. Boss progression on shared servers covers how a world's boss keys interact with who has what.

Beds, comfort and personal space#

Every player needs a bed of their own. Sleeping in a bed sets your spawn point, and beds are claimed by the player who sleeps in them, so put one bed per regular player in the hall, near a fire and under a roof. Players who join later need one too; keep a spare.

Comfort sits on top of the bed. The rested buff, which matters a great deal for stamina regeneration, is stronger the more comfort pieces are near you - a fire, a bed, chairs, a table, banners and so on. Building the beds, the fire and the kitchen in one hall gives everyone a high rested level every time they come home, which is the cheapest buff in the game.

The personal chest can only be opened by the player who built it. Give each regular one beside their bed for the things that are theirs - a trophy, a favourite weapon, spare gear. It removes the "someone took my stuff" argument, because personal things are no longer in shared chests.

Outposts, portal huts and forward bases#

The main base is not the only place the group builds. Every new biome brings an outpost: a hut beside a Swamp crypt, a shelter at the foot of the Mountains, a walled camp in the Plains. Left unmanaged, outposts turn into a second set of half-stocked chests that nobody remembers the contents of.

Keep outposts deliberately small:

  • A workbench, a bed, a fire and a portal. The workbench lets people repair and build locally, the bed gives a respawn point near the danger, and the portal links home. That is enough for most of them.
  • One chest, labelled "outpost". Spare food, a stack of wood for repairs and a few torches. Anything valuable comes home on the next trip.
  • No crafting upgrades. Real crafting happens at the main stations. Upgrading an outpost workbench splits the group's effort across two places for no gain.
  • Name portals clearly. A portal tag such as swamp-crypt-north tells everyone where it goes. Portal hub design covers naming schemes that survive twenty portals.

Outposts are also where raids find people. A raid is aimed at a player near their own base pieces, and a hut with a workbench and a bed counts. If your group does not want raids at outposts, keep the number of pieces small and do not linger there longer than the trip needs. Raids and events on servers explains how the target is chosen.

When a biome is finished, strip its outpost: bring the chest contents home, and decide whether the portal still earns its place in the hub.

Keeping the base fast#

A group base grows for months. Without discipline it becomes the zone on the map that lags everyone who enters. The causes are well known:

  • Piece count. Every wall, beam and roof tile is an object. A huge hall with a decorative roof can hold tens of thousands.
  • Lights. Many torches and fires in view cost frame rate on each player's machine.
  • Animals. Tamed animals near the hall run their AI on the zone owner's client. See tames, breeding and server load.
  • Items on the floor. Dropped items are objects too. Pick them up or put them in the inbox chest.
  • Terrain. Levelling a large area for the base stores every edit. Terraforming on servers explains the cost.

Split the base into areas a few dozen metres apart: the crafting hall and storage together, the farm and pens a short walk away, the dock and smelters where the ore lands. Each stays a base, but they are not all loaded in one view. Valheim server performance and lag covers how to tell whose lag it is when the base feels slow.

On RE:NODE, backup slots come with every Valheim plan, they are stored off the machine the server runs on, and restoring one is a button on the Backups tab. The Schedules tab can take a backup each night, and subusers let you give a trusted builder access to the console and files without handing over the account, so the person who maintains the base can take a backup before a rebuild.

FAQ#

Can I lock my chest from the rest of the group?

Build a personal chest. Only the player who built it can open it. Ordinary chests inside a ward are protected from players not on that ward's permitted list, but anyone the ward permits can open them.

Why can I not upgrade my item at the forge?

The forge is not at a high enough level for the next quality. Build the next extension near the forge and check the line connects to it. Materials are the second reason, but a missing extension is the usual one.

How many smelters does a group need?

Two or three for a small group, with a charcoal kiln beside them. More just adds pieces. The bottleneck is usually ore and coal, not smelter count.

Should every player have their own workbench?

No. One fully upgraded set of stations in the main base is better than several partial ones. A cheap workbench at an outpost for building is fine, but crafting and upgrading belong at the main stations.

Does a big base make the server lag?

It makes the area lag for whoever is in it, mostly through piece count, lights and animals on each client. The server stores the base and saves it, so very large builds also make saves longer. Split the base into areas and keep the hall itself compact.