EasyBuild

v1.0.0·Updated 2026-09-17

[AI-generated] Build, repair (boats included) and remove with the hammer without needing a workbench nearby. Client-only, no server sync.

About this mod Machine translation

EasyBuild - Build anywhere (no workbench required)

AI generated statement: This module is written by the AI ​​agent (WorkBuddy) under the clear needs and itemized acceptance of the user;

Functional design, real-device testing and release decisions are all led by users.

When using the construction hammer to construct/repair (including boats and vehicles)/dismantling, it is no longer required that the workbench, furnace, mason's bench and other manufacturing stations are nearby.

The threshold of "you must first discover the workstation before the component will appear in the hammer menu" has also been lifted.

Pure client module: no Jotunn dependency, no ServerSync, no NetworkCompatibility declaration.

  • Effect list

| Action | Original behavior | After installing this |

|---|---|---|

| Placing components that require a workbench (stone walls, iron beams, furnace pieces, portal pieces...) | The workbench is not nearby → Clicking cannot be placed, and a prompt will pop up | Can be placed anywhere |

| Repair buildings/ships (Viking longships, etc.)/cars | Same as above, no repairs will be made if it fails | Can be repaired during a long voyage or in the wild |

| Demolition of built components | Same as above | Can be dismantled anywhere |

| The "requires a workbench you haven't seen yet" parts in the hammer menu | Grayed out/does not appear | All visible and optional |

There will be no changes: materials will still be consumed (not free construction), terrain/support/water depth/obstruction determination will still be the same, the prohibited construction area will still be the same, guard stone (private area) protection will still be the same, and the workbench level and recipe system will still be the same.

  • Where is the threshold of the original version (IL disassembly evidence)

| Action | Original Judgment Chain |

|---|---|

| Build and place | Player.UpdatePlacement() → Player.HaveRequirements(piece, RequirementMode.CanBuild), return false, prompt and terminate |

| Repair | Player.Repair() → preceded by Player.CheckCanRemovePiece(piece) |

| Dismantle | Player.RemovePiece() → Also passes Player.CheckCanRemovePiece(piece) |

Both judgments ultimately fall on the same condition:

if (piece.m_craftingStation!= null // This part requires a crafting station

&&!CraftingStation.HaveBuildStationInRange(stationName, player position)) // and there is no nearby

{

// Build: HaveRequirements returns false

// Repair/Remove: CheckCanRemovePiece returns false and prompts

}

Key fact: Piece.m_craftingStation has only 3 readers and no writers in the entire assembly_valheim.dll -

It is the above two determinations, plus Hud.SetupPieceInfo (the line "requires workbench xxx" in the component information panel).

So as long as this field is cleared, the concept of "requiring a workbench" will completely disappear from this component.

  • Implementation method (the core is only a few lines)

Set m_craftingStation to null in the postfix of Piece.Awake:

  • The building component prefab takes effect as soon as it is activated; the instance from Instantiate inherits null,

Therefore, the buildings and ships that have been built in the old save are also automatically applicable.

  • ZNetScene.Awake: Scan all prefabs after loading the scene (to prevent other modules from dynamically blocking values).

Because the original three judgments read the same field, this change covers construction, repair, demolition and menu unlocking at the same time.

  • Configuration

File: BepInEx/config/easybuild.client.only.cfg

| partition | key | default | description |

|---|---|---|---|

| 1 - Build Anywhere | Enabled | true | Master switch. Turning it off will completely return to the original behavior. |

| 1 - Build Anywhere | SweepAllPrefabsOnSceneLoad | true | Sweep all component prefabs when the scene is loaded. |

| 2 - Log | VerboseLog | false | One line for each part stripped. It is usually recommended to turn it off. |

Note: Construction/repair/demolition are thr …

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
EasyBuild-1.0.0.zip
File size
11.5 KiB
SHA-256
b9ad8c3132d2e9604952b552c06d456dc43cd34abf9f68349b5a597c55cd76b2
Stored at
2026-10-10 18:44