BuildResourceRequirements Updated
Configurable build resource requirements per build category. Fork of Jammerbam's mod, updated for Valheim 1.0.
About this mod Author’s original text
Build Resource Requirements (Updated for Valheim 1.0)
This is a fork of Jammerbam's Build Resource Requirements (original listing), rebuilt for Valheim 1.0 (Unity 6). All credit for the mod itself goes to Jammerbam; this fork only updates it for the current game version. Source:
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.
Requirements
- Valheim 1.0.x (Unity 6). Older game versions (0.22x and earlier) need mod version 1.1.0.
- BepInExPack_Valheim 5.4.2350 or newer (BepInEx 5.4.23.5, Unity 6 aware).
Installation
- Install BepInEx (BepInExPack_Valheim 5.4.2350+).
- Extract the BuildResourcesMod.dll into the BepInEx/plugins folder.
- Launch Valheim to generate the configuration file.
Building from source
The project is an SDK-style csproj and builds with the.NET 8 SDK (no Visual Studio needed).
ServerSync is pulled in as a git submodule and compiled
straight into the plugin, so clone with submodules:
git clone --recurse-submodules
or, in an existing checkout, git submodule update --init. Then:
dotnet build -c Release -p:GamePath="C:\Program Files (x86)\Steam\steamapps\common\Valheim"
GamePath defaults to the standard Steam location. BepInExCore defaults to \BepInEx\core
and can be overridden the same way. The output is a single bin/Release/BuildResourcesMod.dll.
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)
DeepNorthRequiresResources = false (new in Valheim 1.0: the 67-degree steep roof/wall pieces)
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 m
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.
Install these first, or the mod will not work: