SeedCrafting
Workbench recipes that turn one fully grown crop back into 2 seeds of the same type - no more buying seeds from the trader.
Screenshots 2 screenshots
About this mod Author’s original text
Valheim Seed Crafting
BepInEx mod for Valheim that adds a workbench
recipe to convert one fully-grown crop back into 2 seeds of the same type,
so you don't have to keep buying seeds from the trader.
Recipes (require a workbench nearby):
| Input (1x) | Output (2x) |
|-------------|----------------|
| Carrot | Carrot Seeds |
| Turnip | Turnip Seeds |
| Onion | Onion Seeds |
| Kale | Kale Seeds |
| Poteitr | Poteitr Seeds |
No other resources are consumed. Doesn't touch crafting stations you're
not using, doesn't patch anything unrelated. Like any other recipe in the
game, each one shows up in the list once you've picked up that crop.
Unofficial mod. This is a fan-made mod, not affiliated with or endorsed by
Iron Gate. It marks your game as modded (the game shows this in the main menu),
as Iron Gate asks mod authors to do.
Requirements
- Valheim (tested on 1.0.15)
- BepInEx 5.4.x
Installation (players)
- Install BepInEx for Valheim if you haven't already (see link above, or
use r2modman).
- Download SeedCrafting.dll from the
latest release.
- Drop it into \BepInEx\plugins\SeedCrafting\.
- Launch the game.
Upgrading from 0.1.0: the DLL used to be called Mod1-SeedCrafting.dll.
Delete the old BepInEx\plugins\Mod1-SeedCrafting\ folder after installing
the new version (the mod keeps no data there).
Building from source
Requires the.NET 8 SDK (or newer)
and a local Valheim install with BepInEx installed.
git clone
cd valheim-seed-crafting
dotnet build -c Release -p:ValheimPath="C:\Path\To\Valheim"
If you don't pass -p:ValheimPath, the build looks for a VALHEIM_PATH
environment variable, then falls back to the default Steam location
(C:\Program Files (x86)\Steam\steamapps\common\Valheim).
The build automatically copies the built DLL into
\BepInEx\plugins\SeedCrafting\ for quick in-game testing.
Known limitations
- This mod bypasses the Jötunn
modding library's recipe API on purpose: as of Jötunn 2.30.2, its
ItemManager.OnVanillaItemsAvailable event fires once, too early (on an
empty ObjectDB, before a world is loaded) and never fires again -
registered recipes never resolve to real item prefabs and stay invisible
in-game. This mod registers the recipe directly against the game's own
ObjectDB.m_recipes from a Harmony postfix on ObjectDB.Awake, guarded to
only run once real item data is present.
- Kale/Poteitr item names are assumed to follow the game's own
{CropName} / {CropName}Seeds convention; if a future game update
renames them, that specific recipe is silently skipped (logged as a
warning) rather than crashing.
Support
All my mods are free and will stay free. If you enjoy them and want to say
thanks, you can leave a voluntary tip via PayPal - it doesn't
unlock anything, it just helps me keep making mods.
License
MIT - see LICENSE.
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: