
Smelt it. Leave it. Collect it.
Your furnace doesn't stop just because you walked away. EverFurnace picks up where it left off — when you come back, your smelting is done, your food is cooked, and your campfire finished that salmon you placed an hour ago.
When you leave an area and the chunks go to sleep, your furnaces and campfires normally freeze. EverFurnace remembers how long you were gone and catches up on all that lost time the moment you return. No tricks, no commands needed — it just works.
Leave your base, come back to finished smelting. That's it.
All settings are in the config file. Defaults work great out of the box.
| Setting | What it does | Default |
|---|---|---|
catchupEnabled |
Master on/off switch | true |
maxCatchupTicks |
How far back it catches up (1 day = 24 000 ticks) | 24 000 |
minDeltaThreshold |
Minimum time gap before catch-up kicks in | 20 ticks |
notifyPlayerOnCatchup |
Send a chat message when items are cooked offline | true |
notifyOnLogin |
Also notify on login, not just when opening the furnace | true |
Client-side toggles (visual/sound only):
| Setting | What it does | Default |
|---|---|---|
particleBurstEnabled |
Flame and smoke burst on catch-up | true |
soundCueEnabled |
Crackle sound on catch-up | true |
lightFlickerEnabled |
Snaps the furnace light level immediately on catch-up | true |
All commands require operator level 2.
| Command | What it does |
|---|---|
/everfurnace inspect [x y z] |
Shows the catch-up state of the furnace at your position (or given coordinates) |
/everfurnace tick <radius> |
Forces catch-up on every loaded furnace within range right now |
/everfurnace simulate <radius> <ticks> |
Pretends that many ticks have passed on nearby furnaces — useful for testing |
Server-side mod — clients do not need to install EverFurnace to join a server running it. Safe to add to an existing world.