RecipeManager

v0.11.0·Updated 2026-10-07

A very lightweight recipe and piece modification framework

About this mod Author’s original text

RecipeManager

This is a lightweight recipe modification tool. You can define recipes to Add, Modify, Delete etc. It does not run constantly, and it only patches the game for the few settings that need it, while a config uses one of them, see Game patches.

Coming from WackysDB? RM_Import_WackyDB converts its files, see Importing from WackysDatabase.

In Valheim a recipe is something that is crafting at a crafting station, or cooking station etc. For example, to make wood arrows you use a crafting recipe from the workbench.

Building pieces (built with the hammer) are not recipes, furnace conversions (1 ore for 1 ingot etc) are not recipes.

Pieces are almost anything that is placed. Everything built with the hammer, plants placed with the cultivator, placable food etc.

Features

  • Add recipes
  • Modify recipes
  • Delete recipes
  • Disable Pieces
  • Enable Pieces
  • Modify Pieces
  • Add pieces by copying one, move pieces between tools and tabs, and change their placement rules, health, containers, fires and stations
  • Add new items by cloning an existing item, with their own name, stats, icon and textures
  • Modify the stats of items that already exist, including vanilla weapons and armor, down to their attacks, durability and upgrade levels
  • Add new status effects and change the ones that exist
  • Dump any prefab's icons and textures to disk so you can repaint them
  • Convert WackysDatabase recipe, item, piece and status effect files into RecipeManager files

Upgrading to 0.11

A Modify now only changes what it sets, for recipes and pieces as it already did for items. Everything it

leaves out keeps the value the recipe or piece already has. Two things behave differently because of that:

  • A recipe Modify without craftedAt keeps the recipe's station. It used to become handcrafted, so write

craftedAt: none if that is what you want. The same goes for minStationLevel, craftAmount,

anyOneResource and the ingredients, which are all kept when left out. A craftedAt naming no station

that exists also used to mean handcrafted, it now keeps the station and says so in the log.

  • A piece Modify without requirements keeps the piece's cost. It used to make the piece free, so write

requirements: for a free piece. Every other piece setting left out is kept as well, where it used to be

reset, which could lift a sapling's biome restriction or make a piece deconstructable.

Entries copied out of the PrintAll dumps list every value, so they work the same as before.

Conversions changed too: an Add for an input the station already converts now updates that conversion

instead of adding a second one the station would never use. An entry also only changes the station it names,

so piece_cookingstation no longer changes piece_cookingstation_iron as well.

Console commands

Each part of the mod has commands to write what is in the game out to a file, and to apply your changes

without restarting. They are described in the section they belong to:

  • Recipes: RM_Recipes_PrintAll, RM_Recipes_Reload, RM_Recipes_Unapply
  • Pieces: RM_Pieces_PrintAll, RM_Pieces_Reload
  • Conversions: RM_Conversion_PrintAll, RM_Conversion_Reload
  • Items: RM_Items_PrintAll, RM_Items_Reload, RM_Textures_Dump
  • Status effects: RM_StatusEffects_PrintAll, RM_StatusEffects_Reload
  • WackysDatabase: RM_Import_WackyDB
  • Game patches: RM_Patches

The PrintAll commands write to \BepInEx\config\RecipeManager\. Those files are never loaded, they are

there for you to copy entries out of.

The Reload commands only work where the configuration comes from this machine's own files: a solo game or

the machine hosting. A client connected to a server always uses the server's configuration.

Commands require enabling the in-game console

and running devcommands first. Valheim only treats devcommands as enabled on the instance that

hosts the world, so run them in a solo game or on the machine hosting, not from a client connected

to someone else's server.

If you are Mod Manager or R2 Modma

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_ValheimValheimModding-JotunnValheimModding-YamlDotNet

File & checksum

Filename
RecipeManager-0.11.0.zip
File size
293.9 KiB