Build Resource Requirements

v1.1.0·Updated 2025-01-19

Mod to allow configurable resource requirements depending on the build category

About this mod Author’s original text

Build Resource Requirements

Build Resources Requirements is a mod that allows control over whether resources are required for specific build categories, tools, and pieces. This includes support for vanilla and modded categories, and configuration syncing. I wrote this mod because I didn't really like how the world modifier for disabling resources turned off everything, including the cultivator.

Features

  • Category-Based Resource Requirements: Configure resource requirements for specific build categories (e.g., Crafting, Furniture, Misc.).
  • Tool-Specific Configurations: Enable or disable resource requirements for tools such as the Cultivator and Hoe.
  • Piece Exceptions: Specify individual pieces that should never require resources, regardless of their category.
  • Modded Category Support: Automatically detects and configures newly added modded categories.
  • Skill Based Resource Requirements: Configurable option to reduce resource requirements depending on the players crafting skill level.
  • Multiplayer Synchronization: Ensures all players share the same configuration when connected to a multiplayer server.

Installation

  • Install BepInEx.
  • Extract the BuildResourcesMod.dll into the BepInEx/plugins folder.
  • Launch Valheim to generate the configuration file.

Configuration

The configuration file is generated in BepInEx/config/Jammerbam.buildresourcesmod.cfg.

Categories

These are the available categories and their defaults:

[Categories]

MiscRequiresResources = true

CraftingRequiresResources = true

FurnitureRequiresResources = false

BuildingWorkbenchRequiresResources = false (Build)

BuildingStonecutterRequiresResources = false (Heavy Building)

CultivatorRequiresResources = true

HoeRequiresResources = true

Exceptions

Individual pieces can be added to the exceptions list:

[Exceptions]

Comma-separated list of pieces that are always buildable.

Setting type: String

Default value:

PieceExceptions = darkwood_wolf,darkwood_raven,wood_dragon1

Add piece names as a comma-separated list. Exceptions override category-based settings and never require resources.

Skill Based Resource Reduction

The mod has an option to enable a feature to reduce resource requirements depending on the players crafting sill level.

This works as a percentage, so if the player has a crafting skill of 50, the required resources will be 50% less.

There is also another option to completly disable resource requirements if the player has a crafting skill of 100. If this option is disabled, all pieces will require at least 1 of each required item.

Modded Categories

The mod will detect modded categories and add them to the config file. These categories are usually added when you load a world. If you want to configure a modded category, load a world, then close the game.

Currently, the way that modded categories are displayed in the config file is by a numerical value, which is assigned when it is loaded in the game.

Require resources for modded category: $category_9

Setting type: Boolean

Default value: true

9RequiresResources = true

If you need to find the category, enable the debugging option, and select a piece from the category. In the log it should show something like this:

[Info: Unity Log] [BuildResourcesMod] Piece 'Armory_TW' in category '9' requires resources: True

You can also use this same method to find the name of a piece to add it to exceptions.

Disclaimer

This is my very first mod, and my first time coding in C#. There are things that will inevitably be broken as I haven't been able to test for all scenarios. Please report if anything goes wrong so I can fix it.

Planned Changes

  • Fix the naming scheme in the config to make it more user-friendly.
  • Continue updating and support for game updates.

Credits

Almost all of the code was written by me however the config syncing is powered by:

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. 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.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. 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.

Dependencies

Install these first, or the mod will not work:

denikson-BepInExPack_Valheim

File & checksum

Filename
Build_Resource_Requirements-1.1.0.zip
File size
147.8 KiB