balrond amazing nature resource
A resource pack providing over 700 prefabs for custom setups for advance users of ExpandWorld,DropThat,WackyDB,SpawnThat etc.
About this mod Author’s original text
🌿 Balrond Amazing Nature Resource
Final release: 1.0.1
A frozen prefab/resource library for Valheim server builders, world designers, and advanced mod users.
Overview
Balrond Amazing Nature Resource is a content library. It loads and registers the custom prefabs contained in this package so other mods, server configurations, world-generation tools, and administrators can use them by their prefab IDs.
This mod is intentionally not an overhaul and it is intentionally not a ready-made progression pack.
It provides the assets and the minimum runtime setup required for those assets to exist safely in Valheim. It does not decide where they spawn, how players unlock them, what recipes they use, or which build menu they appear in.
The package contains 724 documented public prefab IDs grouped below into saplings, vegetation/world objects, build pieces, items, and VFX/helper prefabs.
What this mod does
- Loads the Balrond Amazing Nature asset library.
- Registers its usable GameObject prefabs with Valheim so they can be referenced by prefab ID.
- Registers item prefabs with the item database where applicable.
- Preserves the original prefab names and IDs.
- Provides the required base runtime behavior for the custom assets.
- Repairs required references such as authored pickable/item drops and similar essential prefab data where needed.
- Keeps custom components used by the original assets functional.
- Supports multiplayer and dedicated-server use when the content is installed where required.
What this mod does not do
- It does not add world spawns.
- It does not add vegetation placement rules.
- It does not add locations to world generation.
- It does not create crafting recipes.
- It does not automatically add build pieces to the Hammer or Cultivator.
- It does not rebalance vanilla gameplay.
- It does not replace or modify vanilla content unless a custom prefab requires a reference to it.
- It does not provide ready-made configuration packs for third-party mods.
If you want an item, plant, resource node, building piece, or other object to become part of your world or progression, configure that behavior with another mod.
Final / Frozen Status
Version 1.0.1 is the final form of Balrond Amazing Nature Resource.
The content library is considered frozen:
- no new prefabs are planned;
- no content expansion is planned;
- prefab IDs will not be renamed;
- existing GameObject / prefab names are treated as permanent identifiers;
- no official recipe pack, spawn pack, progression pack, or world-generation preset will be added.
This project exists so existing custom worlds and future server projects can continue to use the resource library without depending on the old Amazing Nature overhaul.
Who This Mod Is For
This mod is primarily intended for:
- dedicated-server owners;
- custom-world builders;
- modpack authors;
- people building handcrafted maps;
- users of prefab/database configuration tools;
- advanced users who want access to the assets without installing a full gameplay overhaul.
If you expect the mod to automatically add hundreds of recipes, world spawns, build-menu entries, or progression systems, this is not that kind of mod.
Installation
Install the mod like a normal BepInEx Valheim plugin.
For a multiplayer world that uses these prefabs, install the resource mod on the server and the clients that need to load the custom assets.
The mod has no gameplay configuration that needs ServerSync. However, networked custom prefabs must still exist on the machines that need to instantiate or render them.
Using the Prefab IDs
Every name in the catalog below is a canonical prefab ID.
Prefab IDs are case-sensitive for practical configuration purposes. Copy the ID exactly as written.
Example:
Pickable_Snowleaf_bal
For manual testing with Valheim devcommands, a prefab can normally be tested with:
spawn Pickable_Snowleaf_bal 1
The fact that a prefab can be spawned does not automatically make it part of normal gameplay. Wo
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.