GK2 Codex
An in-game wiki for Graveyard Keeper 2. Press F4 to see how any item is made, where and from what, plus zombies, alchemy and vendors. Only what your save has unlocked.
| Date uploaded | 11 hours ago |
| Version | 0.10.30 |
| Download link | SaintArchI-GK2_Codex-0.10.30.zip |
| Downloads | 60 |
| Dependency string | SaintArchI-GK2_Codex-0.10.30 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
GK2 Codex
The wiki, inside the game. Press F4.
- Items: how anything is made, where, from what, what it's used for, and which raw materials it takes in the end. Where to sell it.
- Buildings: what they cost and what they make.
- Zombies: one table with every zombie, what it's doing and what's wrong (no tool, not enough talent, stuck), its body and how to improve it. Plus "who fits" for any zombie recipe.
- Alchemy: the formulas and mixes you've discovered, what you can mix from what you have, and every ingredient's runes.
- Graveyard: your level and the next goal, every grave and what holds it back, a map, and what to build next.
- Vendors: what each vendor you've met buys and sells, at what price, their likes this week, and what to sell to whom.
- Chests: every storage you've seen and what's in it.
Lost a zombie? Locate points you to it with the game's own pointer. Open any item's card from the inventory ("Codex" in the right-click menu, or hover it and press G).
Everything is clickable and searchable. No spoilers: only what your save has unlocked ("Show all" is optional). The game pauses while the codex is open. 11 languages, gamepad supported.
Settings
In the Mods menu (with GK2 Mod Framework), in ConfigurationManager, or in BepInEx/config/gk2.codex.cfg: hotkey, gamepad binding, tabs, text and window size, pause.
Manual install
Put GK2Codex.dll into BepInEx/plugins/GK2Codex/. Needs BepInEx 5.4.23.x (x64).
Credit
Locate was inspired by OrionAF's Dude where's my zombie. Thank you, OrionAF!
Questions and bug reports: Nexus page.
CHANGELOG
Changelog
0.10.30
- Added: an Ingredients view in the Alchemy tab: every alchemy ingredient you know with its red, green and blue runes, how many you have and where they lie. Item cards show an item's runes, and the Items tab has a Rune filter. Only runes the game already shows you (unless "Show all" is on).
- Added: search by ingredient in the Alchemy tab: type an ingredient's name to find the formulas and mixes that use it. Thanks lackizyy!
- Changed: a formula's mixes are listed once per set of ingredients (quality variants folded together), the ones you can make from what you have first. "All combinations" shows every mix, no longer cut off at 60. Thanks lackizyy!
- Added: a zombie's card shows its body (organs, red skulls against the collar's limit, fluids) and how to improve it with what's in your bag and chests. The Raising card lists which of your zombies can get more red skulls.
- Added: perk trees show the game's icon for each step, and a step you can buy now has a Buy button (the same as buying it in the zombie's Abilities window).
- Added: works with fletty's Zombie Rename: a rename button in the zombie table.
- Added: won fights are marked in the zombie Overview.
- Added: Buildings tab filters: Built / Not built and zone, with how many of each stand.
- Added: an item's card tells what else it's for when no recipe uses it: battle rewards and what it puts on the battlefield.
- Fixed: the codex could fail to open when one part of the save couldn't be read; the rest now opens.
0.10.22
- Fixed: after typing with an input method (e.g. Chinese), the mod's hotkeys could stop working until Shift or Ctrl was pressed again. Hotkeys now ignore keys that aren't part of them.
- Fixed: after switching the game language, the Chests tab kept the chest names in the old language.
0.10.21
- Fixed: with another mod that makes the game create a second input handler (Kebo Mod's "Start work once" option), the controller did nothing in the codex after opening it. Thanks Echelon for tracking it down!
0.10.20
- Changed: controller navigation works the same in every tab: the d-pad or stick moves to the nearest thing in that direction (list, the row of views and filters, the card, table rows). A presses, B steps back, LB/RB switch tabs.
- Changed: the controller focus is a bright frame you can actually see.
- Fixed: scrolling to the focused row in long lists (Herm, What to sell) left it half hidden under the top edge.
- Fixed: the level bar of the Graveyard and the Church didn't line up with the threshold numbers under it (level 60 showed near 200).
0.10.19
- Added: study info on item cards: studied or not, the cost, and (once studied) the tech points it gave. Items list filters (Not studied, Studied, I have it, Can be made, Sold by, Bought by, item types) and a Study view.
- Added: a Chests tab: every storage you've seen and what's in it, with search and Locate.
- Added: Alchemy filters: Can mix now, by rune, by station.
- Added: "You have N" on item cards: your backpack and every storage that holds it.
- Added: a + next to town orders (Vendors tab) adds them to Shopping List (when installed).
- Fixed: Locate now works for a zombie lying on the ground.
- Changed: right click steps a filter button back.
0.10.16
- Fixed: vendor prices were far too high in the Vendors tab ("What to sell", the vendor cards) and in an item's "Where to sell". They now match the trade window. "What to sell" counts a stack the way the game does, each sale lowering the price, and shows the total in red when the vendor can't pay for the whole stack today.
- Added: translations from files. Localization/en.json next to the DLL is the template: copy it to
.json (e.g. uk.json, it.json) and translate. A file also overrides the built-in texts; the new Language setting picks a language the game doesn't have.
0.10.14
- Added: the Graveyard tab, now on by default (switched on once for everyone; turn it off in the settings if you don't want it). Your level and the next goal, what the level is made of, every grave and what holds it back, a map of your areas, the church, the decor catalogue and what to build next.
- Added: the Vendors tab rebuilt: vendor portraits, likes left this week, your town orders, and "What to sell": what you own and who pays the most for it.
- Added: Locate. A magnifying glass in the zombie table and on the zombie card points you to that zombie with the game's own pointer. Inspired by OrionAF's Dude where's my zombie, thanks OrionAF!
- Added: squad power, counted like the game's pre-fight window: a Power column, plus your squads and fights in the zombie Overview.
- Added: open an item's card from the inventory: "Codex" in the right-click menu, or hover an item and press G.
- Added: the zombie count and limit in the zombie table and Overview, and the morgue's bodies / room on the Raising card.
- Added: the zombie table shows each zombie's armor.
- Fixed: the Vendors tab no longer lists vendors you haven't met yet (spoiler).
- Fixed: the zombie table no longer lists a quest zombie that isn't yours yet (spoiler).
- Fixed: with a gamepad, every row of a vendor's list can be reached, and the focus stays on the view button you pressed.
0.9.9
First release on Thunderstore (same build as on Nexus).
- Changed: the codex now opens on F4. F1 opens BepInEx ConfigurationManager; a saved F1 is moved to F4 once, and a key you picked yourself stays.
- Added: Zombies tab rebuilt as a table of every zombie: status (no tool, not enough talent, stuck, idle, working...), zone, station, tool, talents, skull steps and tech points.
- Added: Overview: what needs attention, the best zombie per talent, gathering jobs and stations with no zombie.
- Added: "Who fits" under recipes made at zombie stations.
- Added: Graveyard tab (preview, off by default).
- Added: Vendors tab: what vendors you've met buy and sell, prices, coins, town orders. Item cards get a "Where to sell" block.
- Added: raising a zombie card and the zombie perk tree.
- Added: crops show where they grow, trees and bushes included.
- Added: the game pauses while the codex is open (can be turned off).
- Added: Text size and Window size settings.
- Added: settings in the Mods menu follow the game's language (11 languages).
- Fixed: the window no longer runs off the screen at 1600x900, 1366x768 and similar.