IAmOnTheInternetAndItIsScary-ConfigurationsForEveryone icon

ConfigurationsForEveryone

Generates in-game configuration for Jotunn mods that ship none, letting you retune their items, pieces, and creatures.

Last updated 14 hours ago
Total downloads 11
Total rating 0 
Categories Mods Tweaks Misc Tools Server-side Client-side Utility Bog Witch Update AI Generated
Dependency string IAmOnTheInternetAndItIsScary-ConfigurationsForEveryone-1.0.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

ValheimModding-Jotunn-2.29.1 icon
ValheimModding-Jotunn

Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.

Preferred version: 2.29.1

README

ConfigurationsForEveryone

A BepInEx plugin that automatically generates in-game configuration for Jötunn mods that ship without any of their own. If a mod adds items, build pieces, or creatures but gives you no way to tweak them, this plugin builds that config for you.

What Does It Do?

Many content mods register new items, pieces, and creatures through Jötunn but expose no settings, so their recipes, costs, spawns, and drops are locked to whatever the author hardcoded. ConfigurationsForEveryone scans everything those mods register and generates a full, server-synced configuration file for each one. Every entry shows up in Configuration Manager under its own mod heading, so you can retune content that was never meant to be tuned.

It was built primarily for the RtD mod family, which ships no configuration, but the discovery is generic and works with any mod that registers content through Jötunn.

What Gets Configured

Items

  • Craftable on/off
  • Craft amount (how many you get per craft)
  • Crafting station and required station level
  • Crafting costs (inline resource table)
  • Upgrade costs per quality level, for items that can be upgraded

Build Pieces

  • Buildable on/off
  • Build menu category
  • Crafting station
  • Build costs (inline resource table)

Creatures

  • Spawn enabled, biome, area, time of day, forest condition
  • Spawn chance, interval, group size, maximum count
  • Altitude and ocean depth limits, spawn height, required global key, required weather
  • Hunt player, can spawn with stars
  • Taming: can be tamed, food items, fed duration, taming time, spawns tamed
  • Faction
  • Drops (inline item / min-max / chance table)

Installation

This is a regular plugin, not a patcher.

  1. Install Jötunn (hard dependency)
  2. Download ConfigurationsForEveryone.dll
  3. Place it in your BepInEx/plugins/ folder
  4. Launch the game

On launch you'll see something like:

ConfigurationsForEveryone 1.0.0 loaded with 3 patch target(s), waiting for the main menu to discover content
✓ RtDLegends: 24 item(s), 0 piece(s), 6 creature(s) configured
✓ RtDMythics: 18 item(s), 2 piece(s), 9 creature(s) configured
✓ Generated synced config files for 2 new mod(s) under config/ConfigurationsForEveryone
Applied config to loaded content: 42 item recipe(s), 2 piece(s), 15 creature spawn(s), 15 creature taming, 15 creature drops

Configuration files are written to BepInEx/config/ConfigurationsForEveryone/, one .cfg per discovered mod, named after that mod's GUID.

How It Works

Content from different mods becomes available at different times: some registers at the main menu, much of it only once a world loads. ConfigurationsForEveryone discovers content at each of those moments and configures each mod exactly once, then applies every setting to the live game data the moment the world is ready.

All settings are admin-only and registered for server synchronization, so on a dedicated server the host's values are pushed to every client automatically.

Technical Details

The plugin combines Jötunn registry discovery with live data patching. No mod files are ever modified on disk; every change is applied to the in-memory game data that mods register.

Discovery

Content is read straight from Jötunn's manager registries (ItemManager.Items, PieceManager.Pieces, CreatureManager.Creatures) by reflection and grouped by the source mod that registered it. Anything without a resolvable source mod is skipped. Discovery runs at FejdStartup.Awake, ObjectDB.Awake, and ZNetScene.Awake, and each mod is configured the first time its content appears.

Per-mod configuration

Each discovered mod gets its own ConfigFile under config/ConfigurationsForEveryone/, registered with Jötunn's SynchronizationManager for server sync. A lightweight proxy plugin is created so each mod surfaces under its own heading in Configuration Manager, even though it never declared a config itself.

Deferred application

Recipes, crafting stations, creature food, factions, and drops all need ObjectDB and ZNetScene to resolve prefabs, which do not exist when configs are first bound at the main menu. Each of those settings registers an applier that runs once the world loads, and again whenever you change a value.

Inline editors

Crafting costs, build costs, and drops use custom Configuration Manager drawers that render an inline table with amount fields and add/remove buttons instead of a raw text box. Upgradeable items gain an extra per-level column, mapping directly to Valheim's per-quality upgrade cost.

Debounced edits

Editing a value in the menu fires on every keystroke, so changes are debounced and applied once they settle. This keeps the plugin from re-resolving prefabs, re-saving the file, and logging warnings for half-typed names while you type.

Console command

cfe_refresh re-applies every setting to the currently loaded content. Useful after editing values mid-session.

FAQ

Q: Is this safe?
A: Yes. It only generates configuration and applies your chosen values to game data already loaded in memory. It does not add content, modify mod files, or change game logic.

Q: Do I need this if a mod already has its own config?
A: No. This is meant for mods that ship without configuration. Mods that already expose their own settings should be configured through those.

Q: Where are the config files?
A: In BepInEx/config/ConfigurationsForEveryone/, one file per mod, named after the mod's GUID.

Q: Does this work on servers?
A: Yes. Every generated config is admin-only and registered for server synchronization, so the host's settings apply to all connected clients.

Q: I changed a creature's drops/taming but nothing happened?
A: Changes to creatures apply to newly spawned creatures, not ones already in the world. Spawn a fresh one or reload. Recipe and build changes show the next time you open the crafting or build menu.

Q: My item has upgrade levels — can I set the upgrade cost separately?
A: Yes. Items that can be upgraded show an extra per-level column in their crafting cost table. That value is the cost added for each upgrade level.

Q: I want to see exactly what's being applied.
A: Enable Debug Logging in the General section. Every applied value, and every settled edit, is then logged with the prefab it affected.

Q: Does it modify files on disk?
A: Only its own config files. Mod DLLs and game files are never touched; all content changes are applied in memory.

Q: Will it work after a mod updates?
A: Yes. Discovery runs on every launch against whatever is currently registered, so new or updated content is picked up automatically.