SeedCrafting
Workbench recipes that turn one fully grown crop back into 2 seeds of the same type - no more buying seeds from the trader.
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模組介紹 作者原文
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.
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: