RecipeManager
A very lightweight recipe and piece modification framework
模組介紹 作者原文
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
安裝與使用 安裝:BepInEx 外掛
- 本站下載的壓縮包就是模組本體,通常是 BepInEx 外掛(解壓後得到 .dll 或外掛資料夾)。
- 建議流程:用社群模組管理器(如 r2modman)選中本遊戲後匯入該模組,管理器會自動裝好 BepInEx 前置並處理依賴。
- 手動流程:先在遊戲目錄裝好 BepInEx 載入器,再把解壓出的 .dll 或外掛資料夾放進 BepInEx/plugins/。
- 啟動遊戲,BepInEx 控制台會列印載入日誌;確認這個模組出現在日誌裡即為安裝成功。
帶「前置依賴」的模組需要一併安裝,否則不會載入。功能開關通常在遊戲內或外掛自帶的設定檔裡調整。 多人連線時,主機與所有用戶端需要安裝一致的模組。
下面這些內容需要先安裝,否則該模組不會生效: