Valheim
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MaterousApps

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Materous

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About this mod

Add additional recipes for items without them.

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Currently this mod only adds a recipe for chains. However it is designed that as long as the item is in the game, and does not currently have a recipe, a recipe could potentially be created for it. You would just need to define the recipe in the customrecipes.json and add the various pieces.   You can also edit this file to change the amount of resources needed for the recipe, as well as the amount you receive from the recipe.  

FYI:
If you don't get the recipe with Iron in your inventory, drop it and pick it back up.  This should trigger the recipe to be added to your list of recipes.

As I come across more items that don't have a recipe, that I feel should, I will be updating this mod with those. It was more a QoL mod for myself as I always seemed to run out of chains and couldn't find enough in the crypts/swamp.

V1.0.2
  • Added recipe for Dyrnwyn (flaming sword). Recipe already exists, but is locked and couldn't be used.  Added here so people could build it until it is officially released.
  • Fixed issue with Coal (or any other item that happened to have multiple prefabs) not allowing a recipe to be added.

v1.0.3
*BACK UP YOUR CURRENT CUSTOMRECIPES.JSON FILE*
There have been some rather large changes in how, and where, the recipe files are stored and access. The below list will go through those changes
  • Moved the recipes out of the plugins folder and into the Config/AdditionalRecipes directory. This allows it to remain in the similar place as other config files
  • Recipes files are now modular. This means that you can share the files between each other and not have to worry about editing a json file, if you don't want too.  All you have to do is take the recipe file and place it into the new directory.
  • No customrecipes.json file is included anymore.  Instead, anytime a new recipe is included with the mod (like the chain and dyrnwyn recipes), it will create the necessary json file for that recipe. It will only be that recipe in that file.
  • As part of 3. there will now be a chainrecipe.json and dyrnwynrecipe.json. This will be the new naming convention for recipes being added by the mod.
  • Also as part of 3, if the customrecipes.json is still located in the plugin folder, it will be moved to the new folder.  Don't be alarmed if you don't see it there after running this mod in version 1.0.3.
Due to how nexus updates files automatically, I will not be placing this version as the current default version, just so that it doesn't update and remove any current customrecipes.json files that people have edited, for now. This may change in future versions. As mentioned in #5, this file will be moved to the new directory in the config folder.

I would also personally recommend that the recipes get broken out into individual files, along the lines of the naming conventions I mentioned in #4 above, this way you can share specific recipes with people, without having to send a large file. If multiple files contain the same recipe, that is quite alright, the mod handles duplicate recipes (you will see in the BepinEx log where it says Deleted recipe then Added recipe, it's the only way I could get it to handle them without any issues).