Valheim Facilities and Materials Guide: Quantities and Operating Conditions
Costs and use requirements for early tools, workbench extensions, the charcoal kiln, smelter and forge. Check material type, personal possession, station level, fuel and ventilation in order.
Edition: PC Steam base game (app 892970), standard survival in a new world. Normal World Modifiers, 1× resources, building costs enabled, map enabled, and normal death and portal rules. Solo controls are used as examples, with co-op differences identified separately. No mods.
Verification scope: Compared on 2026-10-04 against official standard patch 1.0.16 (2026-09-25). Version 1.0 was released on 2026-09-09. Public Test, old Early Access versions and mods are outside scope. Some early recipes were compared using retrieved portions of the pre-migration wiki and independent guides. The destination wiki was inaccessible, and a complete runtime/game-data comparison against 1.0.16 has not been performed.
Sources checked: 2026-10-04
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Distinguish missing materials, unlocks and facilities
Table costs are initial crafting with Normal settings and building costs enabled, separate from upgrade or repair costs. If a Japanese name differs, compare its English name and ingredient icons.
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| Interface state | Field to check first | Action to try | How to confirm success |
|---|---|---|---|
| Item name absent | Personally acquired materials/station | Take materials into inventory and open the relevant station. | The recipe appears in the list. |
| Unable to craft | Missing ingredients and required station level | Meet red missing conditions one at a time. | The crafting button becomes available. |
| Unable to upgrade | Actual item, next quality tier and ingredients | Carry the item to upgrade. | It appears in the upgrade list. |
| Unable to receive the finished item | Free slots | Move unnecessary supplies into a chest. | Crafting starts. |
| Materials are in a chest | Player inventory | Take out the amount needed. | Material quantities meet the requirements. |
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Automatic material-supply mods are not covered. If these quantities differ from your screen, recheck version and settings instead of forcing the craft.
Costs for early tools and everyday facilities
First distinguish inventory-crafted tools from buildings placed with the hammer. Check use conditions alongside materials before placing anything.
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| Item to make | Required station/level | Checked material quantities | Placement/processing action | Use/exceptions |
|---|---|---|---|---|
| Hammer | Inventory crafting | 3 wood, 2 stone | Craft, equip and right-click. | For building; repair at a workbench |
| Stone axe | Inventory crafting | 5 wood, 4 stone | Move to the hotbar after crafting. | Felling; repairs at workbench level 1 |
| Workbench | Hammer | 10 wood | Provide roof and cover to use it. | Initial building radius: 20 m |
| Bed | Workbench range | 8 wood | Provide roof/cover and claim it. | Respawn point; sleeping also needs fire and other conditions |
| Campfire | Hammer; no workbench required | 5 stone, 2 wood | Place on ground/stone and refuel with wood. | Rain, wind or smoke can extinguish it. Wood is not refunded. |
| Cooking station | Hammer | 2 wood | Place above fire and collect cooked meat. | Turns to coal if left |
| Chest | Workbench range | 10 wood | Leave its opening side accessible. | Normally 10 slots |
| Crude bow | Workbench level 1 | 10 wood, 8 leather scraps | Craft at a sheltered station. | Not 8 deer hide |
| Wood arrow | Workbench level 1 | 8 wood → 20 arrows | Craft and carry the arrows. | No feathers required |
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Do not calculate an arrow recipe producing 20 as 1 arrow per 8 ingredients. Conversely, the initial cost of one tool is different from its total cost after upgrades.
Check placement that increases workbench level
Extensions connect to a nearby workbench rather than operating as independent stations. After placement, open the workbench and check its actual level.
- Clear the area around the workbench. Select an extension and move it close enough for the connection effect to appear.
- Avoid packing extensions too tightly, then check the level at the upper right of the workbench crafting screen.
- Another identical extension will not raise it further. Check the level required by the next item and which extension types are not yet placed.
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| Item to make | Required station/level | Checked material quantities | Placement/processing action | Use/exceptions |
|---|---|---|---|---|
| Chopping block | Workbench building range | 10 wood, 10 flint | Place near the station and check the connection effect. | Raise the level with a new extension type. |
| Tanning rack | Workbench building range | 10 wood, 15 flint, 20 leather scraps, 5 deer hide | Space it from other extensions and connect it to the workbench. | Gather deer hide and leather scraps separately. |
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Sources give a proximity requirement of within 2 m, but check the connection effect and actual station level rather than estimating meters. Connections can work through walls depending on placement; appearance alone does not prove a fault.
The three metalworking facilities have different jobs
The kiln converts wood to coal, the smelter converts ore to metal, and the forge turns metals into materials or tools. Building a kiln or smelter does not mean you have used forge crafting.
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| Item to make | Required station/level | Checked material quantities | Placement/processing action | Use/exceptions |
|---|---|---|---|---|
| Charcoal kiln | Workbench range | 20 stone, 5 Surtling cores | Place on ground/stone, add wood and collect coal. | Capacity: 25. Avoid feeding fine wood/core wood by mistake. |
| Smelter | Workbench range | 20 stone, 5 Surtling cores | Ground/stone placement; leave ore and coal inputs and front output accessible. | 10 ore, 20 coal. Allow smoke to escape. |
| Forge | Workbench range | 4 stone, 4 coal, 10 wood, 6 copper | Provide roof/cover and open with E. | Copper here means smelted copper. Makes/repairs metal tools. |
| Bronze | Forge level 1 | 2 copper + 1 tin → 1 bronze | Carry the smelted metals and craft. | Do not combine raw ores instead. |
| Bronze axe | Forge level 1 | 4 wood, 8 bronze, 2 leather scraps | Craft and equip the tool. | Also repaired at a forge. Initial crafting cost. |
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If kiln or smelter recipes are undiscovered, their acquisition order is in the early-progression article’s closed answers. This table does not mix in every metal or endgame facility.
Use inputs, output and smoke to diagnose stopped processing
Facing the smelter’s front output, ore and coal enter from different sides. Even if the building is rotated, interaction labels identify each input.
- Carry only ordinary wood to the kiln input and add it with E. Pick up the coal from the ground.
- Put copper or tin ore into the smelter’s ore input and coal into the coal input. One full indicator does not mean both are filled.
- If smoke collects beneath a ceiling, create more overhead space and a vent. Leave a path for collecting metal falling in front too.
- Pick up finished metal into your inventory and process it through forge recipes. If the last item does not emerge, recheck fuel and input counts.
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| Stopped facility | Input/display check | Action to try | Evidence of operation |
|---|---|---|---|
| Kiln | Whether you carry accepted wood | Check the input count and add ordinary wood. | Coal is discharged. |
| Smelter | Both ore and coal inputs | Refill whichever is low. | Ore decreases and smelted metal emerges. |
| Smelter repeatedly lights and goes out | Smoke overhead and the ceiling | Expand the smoke outlet. | Smoke clears and processing continues. |
| Output seems absent | In front and downhill | Pick up ground drops and clear the collection area. | Metal increases in inventory. |
| Forge | Roof/cover and carried materials | Open the forge interface, not the smelter. | The chosen product can be crafted. |
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Published sources differ in how they describe kiln timing and exact fuel for a full smelter batch, so no fixed wait guarantees completion. Check input counts, remaining fuel and output directly.
Distinguish missing materials by name and gathering method
Similar colors or names do not ensure substitution. Hover over ingredient icons and distinguish where they are found and their raw/processed states.
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| Missing material | Gathering/processing source | Required unlock/tool | Settings differences |
|---|---|---|---|
| Ordinary wood | Gathering branches/felling | From hand pickup to stone axe | Resource multipliers change the number of gathering actions. |
| Stone | Small ground stones, then later mining | Initial small stones need no tool. | No-building-cost settings are separate. |
| Flint | Meadows rivers/coasts | Pick up into inventory. | Different from Black Forest metal deposits |
| Leather scraps | Meadows boars and similar sources | A hunting weapon | Deer hide is not a substitute. |
| Deer hide | Hunting deer | A bow or another weapon with sufficient reach | Also separate from deer trophies |
| Coal | Charcoal kiln output | Add wood and collect. | See progression for kiln prerequisites. |
| Smelted copper/tin | Smelter output | Add ore and coal. | Distinguish ore quantities from metal quantities. |
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No fixed gathering coordinates or kill count guarantees all required supplies. Increasing resource multipliers does not make differently named ingredients interchangeable.
Answer 7 (spoilers)
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Material calculation: one forge and one bronze axe
This example starts with mining, builds one new forge and makes one quality-1 bronze axe. It excludes routes that find bronze elsewhere and costs for an already existing forge.
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| Calculation target | Direct requirements | Requirements traced upstream | Count separately |
|---|---|---|---|
| 1 bronze axe | 8 bronze, 4 wood, 2 leather scraps | 8 bronze = 16 copper + 8 tin | Axe upgrades excluded |
| 1 forge | 6 copper, 10 wood, 4 stone, 4 coal | Including the axe: 22 copper, 8 tin | The forge’s 4 coal is separate from smelting fuel. |
| Ore plan | Smelt 22 copper and 8 tin. | 22 copper ore and 8 tin ore: 30 processing operations total | Add smelting coal and wood for the kiln. |
| One kiln and one smelter | 20 stone and 5 cores each | 40 stone, 10 cores | Workbench/shelter/tool materials counted separately |
| Alternating use of the same 5 cores | Make coal in the kiln, then dismantle it. | Use the recovered 20 stone and 5 cores to replace it with a smelter. | No parallel processing. Collect all dropped materials. |
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The total of 22 copper and 8 tin is recipe arithmetic, not mining efficiency, minimum time or a whole-base cost. Collect output before passing it to the next facility, and add replacements for anything spent on another purpose.
Do not confuse free repairs with recovered building materials
Repair to keep using a tool; dismantle to change building placement. When moving facilities during processing, count construction costs separately from resources currently inside.
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| Task | Requirements | Material handling | Check |
|---|---|---|---|
| Tool repair | Appropriate workbench/forge and required level | No repair materials needed | The item regains durability. |
| Building-piece repair | Hammer and appropriate station range | No materials; the action uses stamina | The damaged piece regains durability. |
| Moving a kiln/smelter | Hammer dismantling at a recoverable location | Collect construction materials and rebuild. | Whether stone and cores returned to inventory |
| Moving a campfire | Ground/stone where it can be placed again | 5 stone returns; wood does not. | Obtain new wood and fuel. |
| Upgrade | Actual item, materials and higher station level | Consumes the required upgrade materials | Increases quality, unlike repair |
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Checking the target and dismantling with a hammer reduces collateral damage compared with chopping it down with an axe. Replace the function of a main pillar, bed or return-travel facility before moving it.
Frequently asked questions
Materials in a chest still show as missing.
This guide uses unmodded crafting. Move the necessary materials into personal inventory and check free slots and station level too. It does not assume standing near a chest automatically supplies them.
Do two chopping blocks raise workbench level twice?
Identical extension types do not stack. Place a different extension and check its connection effect and the station’s displayed level.
Fine wood I put in the kiln disappeared.
The kiln also turns compatible wood other than ordinary wood into coal. Store fine wood and core wood separately first, then carry only ordinary wood when refilling to reduce mistakes.
If the smelter is full, can I just wait?
Ore and coal have separate full indicators. Check both remaining amounts and smoke escape, and collect metal from the front. Direct observation is more reliable than judging completion from a processing-time estimate alone.