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Chistix-CraftMenu-0.1.23 icon

CraftMenu

The crafting window rebuilt: Craft / Upgrade / Dismantle tabs, item categories, search, card grid with pages, favourites, a 3D portrait, set bonus, have/need resources, craft several at once.

Date uploaded 3 days ago
Version 0.1.23
Download link Chistix-CraftMenu-0.1.23.zip
Downloads 107
Dependency string Chistix-CraftMenu-0.1.23

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2351 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2351

README

CraftMenu - the crafting window rebuilt

If you enjoy my mods, I'll be grateful for any support - even a cent or a couple of dollars. It keeps me motivated to develop and improve them. Если вам нравятся мои моды, буду благодарен любой поддержке - хоть копейке, хоть паре долларов. Это мотивирует меня развивать и улучшать их.

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The game's crafting panel replaced by a window of its own: Craft / Upgrade / Dismantle tabs, item categories, search, a grid of recipe cards with pages, favourites, a card of the chosen item with a turning 3D portrait, the set bonus, resources have / need, and crafting several at once.

Client-side BepInEx mod for Valheim. Works on its own, no dependencies besides BepInEx (VNEI is supported when it is there).

Features

  • Three tabs: Craft and Upgrade are the game's own (the same recipes, stations, costs, cheats and upgraders); Dismantle is new - an item from your inventory goes and a part of its resources comes back. Dismantle can be switched off ([Dismantle] Enabled).
  • VNEI support (optional): with VNEI installed, a VNEI tab shows its item browser inside the window, VNEI's R key over an item opens it, and a VNEI button on the item's card opens that item's page. On the tab, a tick puts our categories over its browser and ‹ › sorts its items by our orders. Without VNEI there is no such tab and nothing else to install.
  • Resizable: drag an edge or a corner of the window - wider (to both sides, in one column with the character's strip), taller up or down. A larger window gets more columns and rows of cards, more categories in view, a wider card; the size is kept. Double click an edge or a corner for the default size. Raised over the character's strip, the window folds it into a slim bar with your name and an arrow; unfolded, the strip pushes the window down under it.
  • Categories in a row: All, Melee, Ranged, Magic, Arrows and bolts, Shields, Armor; More turns the row to the rest (Tools, Food, Meads, Materials, Trophies, Other). How many stand in the row is a setting.
  • Toolbar: search by name, grid or list, Only available, sorting (default, name, station level, biome, weight), favourites only.
  • Cards: the item's icon and name, a small biome badge (the boss trophy of the biome its materials come from), a star for favourites, the quality on Upgrade and Dismantle. Pages instead of scrolling, the total count at the bottom.
  • The item's card: a live turning 3D model (or the game's icon), the style button for items with variants, name, description, the stats the game shows, the full set bonus as a block of its own with the effect's icon, Required with have / need in green or red and the station with its level.
  • − N + and Craft: makes N at once (the game's own multi-craft, so skill, bonus items and effects work as usual). The progress bar runs over the button; a click on it cancels.
  • Dismantle: the resources of every quality level the item has, 50 % by default (a setting), rounded down; needs the recipe's station at the item's quality level, like making it. Equipped items are left alone. A stack can be dismantled N at a time.
  • The station's icon, name and level in the header; the game's repair hammer beside it.
  • Favourites are kept with the character.
  • The look is the mod's own sprite atlas, built into the DLL (a CraftMenu/skin folder beside it with your own atlas.png, atlas.tsv, wood.png replaces it); the fonts and the item icons are the game's.
  • English and Russian, following the game's language.

Installation

  1. Install BepInExPack for Valheim.
  2. Put CraftMenu.dll into Valheim/BepInEx/plugins/ (a mod manager does it for you).
  3. Launch the game and open the inventory or a workbench.

To go back to the game's window: set Enabled = false in BepInEx/config/chistix.craftmenu.cfg and restart.

Compatibility

  • Client only - only you need it; the server and other players don't. No network messages of its own.
  • Crafting and upgrading go through the game's own code, so mods that change recipes, stations or costs keep working.
  • VNEI - optional, not a dependency. With its Attach To Crafting on (its default) the browser is a tab of this window; off, VNEI keeps its own floating window and the card's VNEI button opens the item there. Not with Auga.
  • Other mods that replace the crafting window - use one at a time.

Settings

BepInEx/config/chistix.craftmenu.cfg (most of them are also in the window):

  • [General] Wide (false) - the default window wide (940) instead of narrow (640); both run from under the character's strip to the screen's bottom
  • [Window] Width, Height, Raise (0 = default) - the size made by dragging the edges, as plain fields; the F1 manager has a "Default size" button
  • [Card] ShowPreview (true) - the item's picture in the grid view (the list view always shows it)
  • [General] Enabled (true); [General] Look (1) - the game's own panels; 0 the sketch cut into textures
  • [Grid] Columns (4), [Grid] Rows (5) - cards on a page
  • [Card] Portrait3D (true) - the turning model in the card
  • [Filter] OnlyAvailable, ListView, FavouritesOnly, Sort - as set in the window; [Filter] CategoriesInRow (7) - category buttons in the row, More turns to the next ones
  • [Dismantle] Enabled (true) - the Dismantle tab; off - no tab and no dismantling (this client's setting, not synced from a server)
  • [Dismantle] ReturnPercent (50)
  • [VNEI] OurCategories (false) - our categories over VNEI's browser on the VNEI tab; [VNEI] Sort (0 - VNEI's own order) - as ‹ › on the tab
  • [Advanced] DebugLog (false)

Troubleshooting: BepInEx/LogOutput.log, look for "CraftMenu".

Credits

  • Made by Chistix: idea, design, direction and testing. Code written with Claude Code (Anthropic) as an AI coding assistant, under Chistix's direction. The window's layout and sprites are Chistix's own.
  • Uses BepInEx and Harmony. The 3D portraits are the game's own models drawn at runtime; no game files are included.
  • Valheim is © Iron Gate AB; this is an unofficial mod.

All rights reserved. You may use the mod, show it in videos and streams and list it as a dependency; re-uploading or changed versions need the author's permission.

Links

Donate via PayPal

PayPal

Support me on Patreon

My dev channel on YouTube

My mods on Nexus Mods

CHANGELOG

Changelog

0.1.23

  • The hammer on the Craft tab and the grid view's icon were cut from the sketch lit (orange, glowing) and with bits of their neighbours (a line under the hammer, a blot under the grid): now pale like the other icons, with clean edges.

0.1.22

  • A wide window held back by the screen's side (it grows away from that side alone) takes the character's strip along: the strip's board and buttons stay centred over the window, one column.

0.1.21

  • VNEI tab: our categories over VNEI's browser on a tick ("Our categories", [VNEI] OurCategories), the same row as on Craft and Upgrade; off - VNEI's own types alone. Our sorting of VNEI's items with ‹ › on the tab ([VNEI] Sort; Default is VNEI's own order). Done by patching VNEI's private list and filter: should a VNEI update change them, the tick goes away and the tab stays VNEI's as before.
  • The character's strip unfolded by the bar's arrow pushes the window's top down under it instead of covering it; folded again, the window rises back to the size you made.
  • The repair hammer stays in the window's top left corner when the window's top moves (it stayed behind).

0.1.20

  • The window's size by its edges and corners: drag the left or right edge (the window widens to both sides, staying in one column with the character's strip), the top or the bottom edge, or a corner. The pointer turns into a double arrow over an edge, a gold outline with the size shows the new one while dragging; on letting go the window is made anew for it. No smaller than about the default, no larger than the screen, at any resolution and interface scale.
  • A larger window gets more room, not larger parts: more columns of cards (Columns is the count at the default width), more rows, more categories in the row, a wider card and a taller portrait; the 3D model stays square, never stretched.
  • The size is kept in [Window] Width, Height, Raise (0 - the default). Back to the default size: a double click on an edge or a corner, or the "Default size" button in the F1 manager. Wide now chooses the default width and applies at once.
  • Raised over the character's strip, the window folds it into a bar over its top, in the window's look: the player's name and an arrow. The arrow unfolds the strip; once the window is lower than the strip again, the strip shows as usual.

0.1.19

  • Dismantle can be switched off: [Dismantle] Enabled (on by default; the config file or F1). Off - no Dismantle tab and nothing can be dismantled; a window left on that tab goes to Craft (Upgrade where there is no Craft). A setting of this client only: the mod has no server sync.
  • VNEI support, optional: with VNEI installed (and its Attach To Crafting on, its default), a VNEI tab in the window shows VNEI's item browser under the tabs; without VNEI there is no tab and nothing else is needed. VNEI's View Recipe key (R over an item) opens that tab. A VNEI button on the item's card opens the item's page in VNEI (in VNEI's own window when it is not attached).

0.1.18

  • Fixed: the amounts (have / need) under the required resources were missing on many screens (1080p, larger interface scale, some resolutions): their line was a hair taller than its box, and the text engine then draws nothing. The box now fits the line, and the amount can no longer vanish. The item's quality line likewise.
  • The amount is not red when the world's No craft cost setting spares the resources.

0.1.17

  • The window stands under the character's strip: the inventory's animator puts the game's panels back every frame, so the window now moves inside the game's panel, after the animator.

0.1.16

  • The window really moves under the character's strip: it was held back by the edge of its parent panel instead of the screen's.

0.1.15

  • The window moves under the character's strip (the strip stays where the game has it): one column. The strip's board grows to both sides about its middle, under its buttons.

0.1.14

  • The wheel scrolls the grid a row of cards a notch (three rows in the list view), the categories two at a time, the card's text faster; eased in.
  • Dismantle has its own "Only available" tick, on each time the tab is opened: it also leaves out the items on the quick slots.
  • The character's strip is centred over the window by its board, and kept there.

0.1.13

  • Shift (or the gamepad's left stick) held on Craft makes the game's batch of 5, as in the game's own window; the button says "Craft ×5" while Shift is held. An amount set with − N + takes precedence.

0.1.12

  • The window runs from under the character's strip down to the screen's bottom; narrow (640, as wide as the strip) or wide (940, the Wide setting); the strip as wide as the window over it. WindowSize and Big are gone.
  • The repair hammer is a large square in the top left corner, reaching up into the header; the station's name and level moved to the header's right end.
  • A thin scrollbar under the category captions.
  • The item's picture is taller (not squashed); an "Item preview" tick at the card's top hides it in the grid view; the list view always shows it.

0.1.10

  • Big (setting): the window keeps its top under the character's strip but reaches down to the screen's bottom and is much wider (1.3 × its height, at most 62 % of the screen's width).

0.1.9

  • The window stays where the game's crafting panel is (under the character's strip) and always on the screen: 0.1.8 moved it off the top. The strip is centred over it and as wide as it, at its own height.

0.1.8

  • Lighter on frames: only the cards in view exist (a pool of about thirty, whatever the number of recipes; before, every recipe had its card), the grid has a canvas of its own; the card and the dismantle list refresh only when the inventory changes; the 3D portrait is drawn 24 times a second at the portrait's own size with lighter multisampling.
  • Wide (setting): a wide window instead of the compact one, to compare.
  • What is on stands out: a gold edge round the chosen tab, category, card and switches, their captions bright gold; the rest quieter.
  • The repair hammer is square at the row's left, the three tabs share the rest; it stays in place (dim where there is no repair).
  • The portrait is low while 3D is off, so the description and the stats get the room.
  • Columns under the grid: − N + (3-8), besides Ctrl + the wheel.
  • The character's strip is as wide as the window, centred over it, at its height; with the sketch's look it gets the same board.

0.1.7

  • The repair hammer is a square button at the left end of the tabs' row, as tall as the tabs.
  • Ctrl + the wheel over the grid changes the number of columns (3-6).
  • 3D off: no model, camera or texture exists at all; on: only the chosen item is made, dropped when another is chosen or the inventory closes.
  • Switches that are off no longer glow under the pointer (the grid / list buttons read as on); the "Only available" box keeps its shape with the game's look.

0.1.6

  • Look setting: 1 (default) builds the window from the game's own panels, buttons, tabs, cells and fields (their sprites and lit materials, taken from the game at run time; the braided line under the title); 0 is the sketch cut into textures. The sketch's icons in both.
  • The no-cost cheat crafts anywhere, as in the game's window. Scrolling is faster (grid, card, categories); the category row has no scrollbar over its captions; the band's left end no longer glows.
  • The card no longer jolts while scrolled (its texts are set only when they change; back to the top for another item only). The 3D tick in the portrait's lower right corner. Resource tooltips use the game's tooltip with a background; larger item icons in the list rows and the resource cells.
  • The header band spans the board's top between its corners, without the board's edge in it.
  • The character's strip (name, texts, skills, trophies) is centred over the window (CentreCharacterStrip).

0.1.5

  • The categories scroll sideways (the wheel over the row, or a drag), no More button; CategoriesInRow says how many are in view.
  • The 3D portrait is on again, with a "3D" tick in the portrait's corner; long items (swords, bows, axes) stand up leaning to the diagonal instead of lying flat.
  • The card is wider, its description and stats larger, and they scroll with the wheel (a gold scrollbar).
  • The grid scrolls down (mouse wheel, a gold scrollbar) instead of pages; the total stays under it.
  • The window wider and taller (as wide as the character's strip): 900 high by default, 0.84 as wide.
  • The stretched middles of the cut frames are even now: no stripes from the drawing's grain.
  • The toolbar fits: no "Sort:" word, narrower search; resources in one row, the station in the line under the name; the portrait the sketch's height; the quality on cards "1 » 2".

0.1.4

  • The skin is cut from the user's own sketches (the window and the category icons): frames, bands, cells, fields and buttons as 9-slices of the drawn elements, the pictures keyed out of their background. Frames shrink with the window.
  • The pager as the sketch: « the page numbers », no single-step arrows. The resources sit on the card without a band of their own.

0.1.3

  • The window is the size of the game's crafting panel (a little taller, as the user's mock-up: 620 × 820 on a 1080 canvas) and stays in its place under the character's strip; everything in it scales with the window's height. WindowSize: 0 small, 1 the mock-up (default), 2 large, 3 the screen's height.

0.1.2

  • Closer to the sketch: the board dark, the insets (grid, card, toolbar, categories, header, resources) near black under their frames; categories without frames of their own, the chosen one in the gold frame; the Craft button glows gold while it can be pressed; "Required" with the braids.
  • The 3D portrait is off by default (Portrait3D): the item's icon in the card.
  • Rows other mods hang on the game's craft button (ValheimUnified's − ×N + Max) stay hidden.

0.1.1

  • The skin is built into the DLL: no skin folder to install (the first build showed flat panels without it).
  • Categories: one row of buttons, More turns it to the next ones (setting CategoriesInRow) instead of a second row.
  • The game's hidden crafting parts and rows other mods add to them no longer show through the window.
  • No station: the header shows only the title (the game's "Crafting" text was doubled).

0.1.0 - first build (not yet checked in the game)

  • A new crafting window in place of the game's: tabs Craft / Upgrade / Dismantle, a row of item categories (the rest under More), search, grid or list, "Only available", sorting, favourites.
  • Recipe cards with the item's name and a biome badge, pages instead of scrolling, the total count.
  • The item's card: a turning 3D portrait (or the icon), description, stats, the full set bonus with its icon, resources have / need, the station and its level.
  • Craft several at once: − N + and the Craft button; the progress bar over the button, a click on it cancels.
  • Dismantle: an item from the inventory goes, a part of its resources (50 % by default, of every quality level) comes back; needs the recipe's station at the item's quality level.
  • The look is the mod's own sprite atlas (skin folder beside the DLL); the game's fonts and item icons.
  • English and Russian, following the game's language.