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RecipePinner
Pin any recipe or build piece to your HUD and track the materials you still need in real time. Group pins into named projects, manage them from the My Pins panel, and optionally count nearby chests.
| Date uploaded | 2 weeks ago |
| Version | 1.3.2 |
| Download link | KadrioS-RecipePinner-1.3.2.zip |
| Downloads | 439 |
| Dependency string | KadrioS-RecipePinner-1.3.2 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2350README
Recipe Pinner
Your crafting companion for Valheim
Pin recipes. Track materials. Group projects. Craft smarter.
Stop running back and forth between chests just to remember how much Iron, Wood, Resin, or Black Metal you still need.
๐ What Is Recipe Pinner?
Recipe Pinner is a quality-of-life mod that pins crafting recipes and building pieces straight to your HUD and tracks their materials in real time - what each one still needs, what you already have, and optionally what is sitting in the chests around you.
Pin a few things, group them into a named project, and the running total stays in front of you while you play. No walking back to the workbench to check whether you still need Iron.
Less menu checking. Less guessing. More building, crafting, and exploring.
โ Requirements And Compatibility
| Needs | BepInExPack Valheim, and nothing else. |
| Install on | Your own game only. Recipe Pinner draws a HUD and reads your own inventory - it sends nothing over the network, so it works in multiplayer whether or not anyone else has it, and a dedicated server does not need it. |
| Optional | Configuration Manager, to change any of the sixty settings in-game. |
| Other UI mods | The horizontal HUD layout exists for MyLittleUI users, and the My Pins button can be moved out of another mod's way. If something fights with it, please report it and name the other mod. |
โญ Key Features
๐ Pin Recipes And Building Pieces
Hover over a crafting recipe or Hammer build piece and press the Pin hotkey. Press it again on the same recipe to raise the count, and every material total follows. Building pieces from the Hammer work exactly like crafting recipes. Defaults and rebinding are in the Controls section below.
Pin the same recipe more than once and each material row also shows what a single one costs, in brackets. Ten stone axes need fifty wood, so the row reads 8/50(5) - the total stays red because fifty is out of reach, while (5) turns green the moment you can afford one axe. No mental arithmetic to find out whether you can craft one right now. Turn it off with ShowSingleUnitRequirement.
๐งฉ My Pins And Pin Groups
Version 1.3.0 adds a new My Pins panel and Pin Groups.
Use them to view active pins, remove pins, select multiple pins, create named groups, expand groups, adjust member counts, and disband groups back into individual pins.
Groups are ideal for armor sets, building projects, portal kits, food prep, and other multi-recipe goals. A group appears as one HUD pin with a merged material list and a stacked-cards group icon.
Duplicate pins can also be split between groups or kept as individual pins, so one recipe can belong to more than one project.
When a group needs many different materials, its HUD pin switches to a compact grid to save space. If the list is still too long, the remaining materials collapse into a +N cell. A group pinned on its own always shows every material, which turns it into a permanent gathering list. Both limits are configurable.
๐ Gathering List And Chest Scanner
The Gathering List shows the combined total of all materials required by your active pins.
Chest Scanner can include nearby chest contents in material counts.
Color meaning:
- Green: enough materials in your inventory.
- Yellow: enough materials when nearby chests are included.
- Red: missing materials.
Default Gathering List key: F8
Chest Scanner is disabled by default and only reads nearby chest contents. It does not move items.
๐ฅ๏ธ Smart HUD Layout
Each pin can show a colored accent bar so you can quickly tell whether the recipe is ready to craft.
Recipe Pinner can reposition pins depending on what you are doing.
- Normal HUD layout while exploring.
- Bottom-right layout while inventory or containers are open.
- Horizontal layout support for MyLittleUI users.
- Better placement while sailing.
- Automatic pages when you pin more recipes than fit on one HUD page.
๐พ Safer Saves And Ordering
Pinned recipes, Pin Groups, group member counts, and pin/group order are saved together. Version 1.3.0 also improves save reliability with safer temp-file replacement and backup behavior.
๐ Languages And Customization
Recipe Pinner includes language files for every Valheim-supported language. Some translations were AI-assisted, so please report incorrect or awkward translations.
Almost everything is configurable: hotkeys, layout mode and position, HUD scale, fonts, colors, background opacity, recipe/material/group icon sizes, pin limit and pins per page, compact group behavior, Gathering List columns, My Pins panel size and position, Chest Scanner range and interval, and whether recipes auto-unpin after crafting or building.
๐น๏ธ How To Use
Pin Something
- Open a crafting station or Hammer build menu.
- Hover over a recipe or building piece.
- Press
Mouse Wheel Click.
The recipe appears on your HUD with its required materials.
Add More Of The Same Recipe
Press the Pin hotkey again on the same recipe.
Recipe Pinner increases the count and updates the required materials.
Decrease Or Remove A Pin
Hold Left Shift and press Mouse Wheel Click over the recipe or building piece.
You can change Left Shift in the config with HotkeyUnpin.
Create A Group
- Open your inventory.
- Open the My Pins panel.
- Click Group.
- Select at least two pins.
- Confirm and enter a group name.
The selected pins become one grouped project with a merged material list.
Manage A Group
In the My Pins panel, expand a group to view its members.
You can adjust member counts, remove members, delete the group, or disband it back into individual pins.
๐ฎ Controls
Default controls are configurable.
| Action | Default |
|---|---|
| Pin recipe / add count | Mouse Wheel Click |
| Decrease / remove pin | Left Shift + Mouse Wheel Click |
| Toggle HUD overlay | F7 |
| Toggle Gathering List | F8 |
| Cycle HUD pages | Left Alt |
| Clear all pins | P (press twice) |
| Open My Pins panel | Inventory screen button |
Clearing all pins asks for confirmation: press the key once to arm it, then again within two seconds.
The My Pins panel also includes an info button that shows current keybindings in-game.
๐ผ๏ธ Layouts And Screenshots
Click to expand screenshots
Vertical Mode
Placed under the minimap. Good for vanilla UI. This is what the default Auto-Detect mode uses when MyLittleUI is not installed.

Horizontal Mode
Useful for MyLittleUI users. Places pins near the map side. When the layout setting is left on Auto-Detect and MyLittleUI is installed, this layout is triggered automatically.

Bottom Right Horizontal Mode
Keeps the top of the screen cleaner and works well when inventory or containers are open.

My Pins Panel
Manage, remove, group, disband, and inspect your active pins from the inventory screen.

Pin Groups
Group multiple recipes into one named project with a merged material list.

Expanded Group Members
Expand a group in My Pins to manage individual members and group claim counts.

Compact Group Layout
When a group needs many different materials, its HUD pin switches to a compact grid to save space.

Overflow Cell
If a compact group is still too long, the remaining materials collapse into a single +N cell.

Controls Info Panel
View current keybindings and basic usage instructions from inside the My Pins panel.

MyLittleUI Compatibility
Recipe Pinner can automatically adjust its layout when MyLittleUI is installed.

Inventory Open
When inventory is open, pins can move to a cleaner bottom-right layout.

Gathering List
The Gathering List shows combined material requirements across all pins.

Chest-Side Gathering List
The Gathering List snaps next to an open chest, so you can see what you still need while moving items around.

Chest Scanner
When Chest Scanner is enabled, nearby chest materials can be included in the displayed counts.

HUD Pages
When you pin more recipes than fit at once, they split into pages. Cycle through them with the page hotkey.

Sailing
Recipe Pinner can move pins while sailing to reduce HUD overlap.

โ๏ธ Configuration
Sixty settings across thirteen sections, and almost every one applies the moment you change it - no restart, no reload. Open the config while the HUD is on screen and you can watch a slider move the pins.
Install Official BepInEx ConfigurationManager and press F1 in-game. Editing BepInEx/config/com.Kadrio.RecipePinner.cfg by hand works too; deleting that file restores every default on the next launch.
| Section | What it covers |
|---|---|
| General | Enable the mod, language override, layout mode, pin limit, pins per page, auto-unpin after crafting or building |
| Controls | Every hotkey: pin, unpin, toggle visibility, Gathering List, page switch, clear all |
| Chest Scanner | Whether nearby chests count toward your materials, plus scan range and interval |
| HUD Appearance | UI scale, background opacity, font sizes, recipe/material/group icon sizes, the craft-readiness bar, the single-unit bracket |
| Colors | The three material states, the recipe name, and both readiness-bar colors |
| Pagination | Page dot size, spacing, color and inactive opacity |
| Gathering List | Turn it on, open it automatically, column count, font sizes, and where it sits beside an open chest |
| Groups | When a group switches to the compact grid, how many rows it may use, and the group icon's font size |
| My Pins Panel | Panel width, height and position, plus the button's position, size and icon color |
| Layout (Vertical) | List width, pin spacing, position |
| Layout (Horizontal - Map Side) | Column width, pin spacing, position |
| Layout (Horizontal - Bottom Right) | Column width, pin spacing, position |
| Debug | Verbose logging. Off by default; turn it on before reporting a bug |
Click to see configs

๐ง Installation
Mod Manager
Install with Thunderstore Mod Manager, r2modman or Gale.
This is the easiest option and handles dependencies automatically.
Manual Installation
- Install BepInExPack Valheim.
- Download Recipe Pinner.
- Place
RecipePinner.dllinside yourValheim/BepInEx/plugins/RecipePinner/folder. - Place the
RecipePinner_languagesfolder next toRecipePinner.dll. - Launch the game.
Your folder should look like this:
BepInEx/
โโโ plugins/
โโโ RecipePinner/
โโโ RecipePinner.dll
โโโ RecipePinner_languages/
โโโ English.json
โโโ Turkish.json
โโโ ...
Important: RecipePinner_languages must stay next to RecipePinner.dll.
Updating
Just install the new version over the old one. Your pinned recipes, groups and order load unchanged.
Each release's notes say whether anything is worth knowing for the version you are coming from - see the Changelog tab, or CHANGELOG.md on GitHub.
๐ Languages
Recipe Pinner auto-detects your Valheim language.
You can also force a language with the LanguageOverride config option.
Version 1.3.0 includes language files for every Valheim-supported language.
Note: Some translations may be imperfect because they were AI-assisted. If you find a bad translation, please report it.
You can also fix one yourself: open the matching .json file in BepInEx/plugins/RecipePinner/RecipePinner_languages/, edit the text on the right side of each line, and save. Leave placeholders like {0} untouched, since they are replaced with numbers and key names at runtime.
โ FAQ
Does Recipe Pinner craft items automatically?
No. Recipe Pinner only tracks recipes and materials. You still craft and build normally.
Does Chest Scanner move items from chests?
No. It only reads nearby chest contents and includes them in the displayed material counts.
Is Chest Scanner enabled by default?
No. Chest Scanner is disabled by default. You can enable it from the config if you want nearby chest contents to count toward requirements.
Can I pin building pieces?
Yes. Hammer build pieces can be pinned like crafting recipes.
What happens if I pin the same recipe again?
The pin count increases, and the displayed material requirements update for the new count.
How do I remove or decrease a pin?
By default, hold Left Shift and press Mouse Wheel Click over the recipe or build piece. You can change the modifier with HotkeyUnpin.
How do I open My Pins?
Open your inventory and use the My Pins button. From there, you can view, remove, group, disband, and manage pins.
Can I group pins?
Yes. Starting with 1.3.0, you can create named Pin Groups from the My Pins panel.
Can a recipe belong to more than one group?
Yes. Recipe Pinner supports per-group member claim counts, so duplicate pins can be split between groups or kept as individual pins.
Can I remove a group without losing the recipes?
Yes. Use Disband to turn group members back into individual pins.
Why does my group pin show "+N" instead of all materials?
Groups with many different materials switch to a compact grid, and that grid is capped so one large group cannot stretch every pin next to it. The materials that do not fit are collapsed into a +N cell.
You can raise the row cap with GroupCompactMaxRows, or change when compact mode starts with GroupCompactThreshold. Both apply immediately. A group pinned on its own never shows +N.
Are pins shared between my characters?
No. Each character has its own pins, saved separately. Switching characters loads that character's own list.
Does Recipe Pinner work with MyLittleUI?
Yes. AutoDetect can adjust the HUD layout when MyLittleUI is installed to reduce overlap with other UI elements.
The Pins button overlaps something. Can I move it?
Yes. MyPinsButtonPosition sets where it sits and MyPinsButtonSize how big it is, and both apply the moment you change them - open the config while the inventory is on screen and you can watch the button move. X grows to the left and Y grows upward. If another mod rearranges the crafting panel, this is the setting that gets the button out of its way.
Does Recipe Pinner block my controls on purpose?
Yes, in two places, and only while something of its own is open. While the My Pins panel or one of its dialogs (group name, confirmation, controls info) is on screen, Recipe Pinner blocks player input and keeps the inventory from closing - so that typing a group name does not swing your axe, and so that a key press does not close the window out from under a confirmation prompt. Both stop the moment the panel or dialog closes.
This is worth knowing because it is the most likely place for a conflict with another mod that takes over input or the inventory window. If something behaves oddly, close My Pins and any open dialog and try again. If the problem only happens while one of them is open, it is an interaction with this mod - please report it and name the other mod.
Can I change the controls?
Yes. Hotkeys can be changed from the config. Using Configuration Manager is recommended.
Why did some config settings reset after updating?
Version 1.3.0 reorganized the config categories to make settings easier to find. If a setting moved to a new category, its old value may not have carried over.
If you are coming from 1.2.x, it is worth launching once, opening the config, and glancing over the layout, hotkey, Chest Scanner and Gathering List sections. Nothing is broken if you skip it - you may just be running a default you did not choose.
Why are some translations imperfect?
Version 1.3.0 includes language files for every Valheim-supported language, but some translations were AI-assisted. Please report incorrect or awkward translations.
๐งญ Future Ideas
These are features I may consider for future updates:
- Group readiness bar: split a group's accent bar into one segment per member, so a single glance tells you which recipes in the project are already craftable. The third recipe in the group lights up the third segment.
- Chest Scanner support in the readiness bar: turn the accent bar yellow when a recipe is craftable only with nearby chest contents, matching how material counts already behave.
- Pinned recipe highlight: draw a border around pinned recipes inside the crafting panel so you can see what is already pinned at a glance. This one may not be feasible.
- Hold-to-pin quantity preview: hold the Pin hotkey to see how many copies you are about to pin before releasing.
- Pin keybind hint: show the Pin control in the crafting menu's hint bar, next to Move and Use, so new players can discover the pin key without opening the config.
- Material gathered notification.
- Auto-sorting craftable pins to the top.
- Visual chest highlighting for required materials.
- More compatibility improvements with other UI and crafting mods.
- VNEI compatibility.
๐ค AI-Assisted Development
Starting with version 1.3.0, Recipe Pinner is marked as AI-Generated on Thunderstore for transparency. In practice, I think AI-Assisted describes the situation more accurately, but the 1.3.0 update used enough AI-assisted coding that the Thunderstore label felt like the more honest choice.
Earlier versions also used AI assistance, but in a much more limited way: mainly to help locate the relevant parts of the Valheim/BepInEx APIs and referenced Valheim game DLLs, understand which classes or methods were useful for the mod, investigate possible bugs, and reason about edge cases.
Version 1.3.0 was different. I originally tried to build the new systems without heavy AI help, but I could not get them to a release-ready state on my own. In the Work in Progress section, I had said the update might be released within about a month; it is now close to three months, and this is the main reason it took longer. Development started well, but as My Pins, Pin Groups, expanded group management, save/order handling, and release-blocker fixes grew more complex, I started getting stuck and chose to rely on AI assistance much more than before.
That does not mean the mod was released without human review. The final decisions, testing, in-game validation, release judgment, and responsibility for the mod are still mine. I reviewed the changes, tested the behavior in Valheim, and validated the release manually before publishing.
Thank you for using Recipe Pinner.
โ Support My Work
If Recipe Pinner makes your Valheim life easier, you can support development here:
๐ Mirrors
๐ฌ Support And Feedback
Found a bug, translation issue, or compatibility problem?
Contact me on Discord:
kadrio
Or create an issue on GitHub:
Pin it. Group it. Gather it. Build it.
See you in Valheim.
CHANGELOG
1.5.1
Fixed
- The Unpin hint no longer appears when there is nothing to unpin. It shows once you have a pin the shortcut can remove, and stays hidden while every pin you have is inside a group - a group member can only be taken out from the My Pins panel.
- Fixed the Gathering List's Open/Close line being blank after you return to the main menu and enter a world again. It used to come back only when you opened your inventory.
1.5.0
Added
- Upgrades can now be pinned for the Forge of Potential. Pin an upgrade while standing at that station and the pin asks for the single Idol it charges, instead of the ordinary materials it does not use. Pin the same upgrade anywhere else and you get the ordinary materials, as before. You can keep both pins at once, and crafting the upgrade clears both.
- Upgrade levels past an item's usual quality cap can be pinned. Only the Forge of Potential can reach them, and pins used to refuse those levels outright.
- Every row in My Pins shows its own materials, with the same have/required numbers and colours the HUD uses. A group's own row shows none - open it, and each member shows its own, so you can tell which one you are able to craft right now.
- The Pin and Unpin keys now appear in Valheim's button-hint bar, next to the game's own, while the inventory, a container or the build menu is open. Rebind a key and the hint follows it.
- New settings for the materials row - icon size, text size and height - and for how far the pins move out of the button-hint bar's way.
Fixed
- A pinned upgrade no longer disappears when an attempt at the Forge of Potential goes wrong. That station can fail and drop the item a level, or destroy it, and the pin was being removed as though the upgrade had worked. It now clears only when the item really did reach the level you pinned.
- Pins are no longer hidden behind Valheim's button-hint bar. That bar is on by default and sits exactly where the pin list does while your inventory is open or you are sailing; the list now moves out of its way and settles back when the bar is gone. Turn off
AvoidKeyHintBarif you would rather it did not, or changeKeyHintBarOffsetfor a different gap. - My Pins now shows which upgrade level a pin is for. A โ 2 and a โ 3 pin of the same item used to draw as two identical rows.
1.4.1
Fixed
- Fixed pressing Caps Lock while typing a group name starting your character auto-running. Typing in the mod's name box now stops the character, the same way typing in chat or the console does โ and Caps Lock still types capitals.
- Fixed not being able to walk while a confirmation dialog was open. Delete, disband and clear now leave you free to move, like Valheim's own Compendium and Skills panels. Only the group-name box stops the character.
1.4.0 โ Valheim 1.0.7 compatibility
This version requires Valheim 1.0 or newer. It cannot run on older game versions โ if you are still on 0.221.x, stay on 1.3.2. It also needs BepInEx pack 5.4.2350 or newer.
Valheim 1.0 changed enough that the mod stopped working entirely, and testing the rebuild turned up three more things the update had broken. All four are fixed below.
Fixed
- Fixed the mod doing nothing on Valheim 1.0. A game method the mod calls changed shape in 1.0, so the mod failed on every frame before it could draw anything โ it loaded, and then nothing appeared. Rebuilt against 1.0.
- Fixed pinned upgrades asking for too little from level 4 up. Valheim 1.0 changed how upgrade costs scale and the pin was still using the old maths โ a stone axe level 4 pin asked for 6 stone where the game wanted 8. Levels 2 and 3 were always right.
- Fixed the new Idols showing as a required material on every pin. They are used only at the Forge of Potential, and only as an alternative to the ordinary upgrade materials, so pins no longer list them.
- Fixed pinning a build piece not working on the first press, so you had to move off the piece and back on before it would pin. Valheim 1.0's rebuilt build menu only registers a piece as hovered when the cursor actually moves onto it, which never happened when the menu opened under your cursor or after the piece list refreshed. Pinning now works on the first press, wherever the cursor already is.
OLD VERSIONS
1.3.2
Added
- Pin a recipe more than once and each material row now also shows what a single one costs, in brackets. Ten stone axes need fifty wood, so the row reads
8/50(5)โ the total stays red while(5)turns green as soon as you can afford one axe. Turn it off withShowSingleUnitRequirement. - Hovering the My Pins button now shows its name above it, the way Valheim's own Compendium, Skills and Trophies buttons do.
Changed
-
The My Pins button has moved. It used to sit in the crafting panel's header, on top of the crafting station's own picture; it now sits to the left of the tab row, and its default size is 30 rather than 40.
- Note: if you never changed
MyPinsButtonPositionorMyPinsButtonSize, the new placement is applied for you once, on your first launch after updating. If you had set either one yourself, nothing moves. Either setting puts the button wherever you want it, including back where it was.
- Note: if you never changed
Fixed
- Fixed the delete button on a pinned recipe removing a group instead, when a group had been given exactly the same name as that recipe. Both buttons now always act on the row they belong to, and group names stay unrestricted.
- Fixed a language file the mod cannot read failing silently. When fewer than half the expected lines are read, it now warns with the file name and the count, so a broken translation no longer looks exactly like a working one.
- Fixed every launch reloading the translations, the recipe cache and the UI once at the main menu, because startup registered a language change that had not happened.
1.3.1
Added
- Added a
group_name_emptylocalization key for the empty-group-name message, translated in all 36 shipped language files.
Changed
-
ContainerGatheringListPositionnow sets the gap between the chest window's top-right corner and the Gathering List's top-left corner, instead of an offset from the screen centre. The default is(90, 2).- Note: Values saved under the old meaning have a negative X. Those are recognised and replaced by the new default, so the panel does not move for anyone updating. Set a positive X to choose your own spacing.
-
Reduced the work done every frame while the Gathering List is open. The material list, its colours and text, its layout rebuilds, its placement setup and the inventory tally behind every pin's material counts are now recalculated only when something actually changes.
Fixed
-
Fixed recipes that share an internal name pinning as a single entry whose counter simply climbed instead of pinning separately. Jewelcrafting gems are the clearest case: a gem's separate recipes now pin as separate entries, each with its own materials and its own auto-unpin.
- Note: gem pins saved before this update need to be unpinned and pinned again once to separate them. Every other pin is unaffected and loads unchanged.
-
Fixed the Gathering List sitting in the wrong place beside an open chest at any game UI scale other than 80 โ drifting away from the chest window at smaller scales, and ending up behind the inventory panel at larger ones. It is now placed from the chest window itself and follows it at every scale and resolution.
-
Fixed opening or closing the inventory sending the pinned-recipe HUD back to page 1. The same cause was also tearing the HUD down twice every time it was rebuilt.
-
Fixed the Confirm button doing nothing at all when the group name field was left empty. It now says the name cannot be empty and keeps the dialog open with what you typed.
-
Fixed an upgrade recipe with no item data throwing an error out of the crafting hook. Such a recipe is now refused, both when pinning and when auto-unpinning, instead of producing a pin with an empty name.
-
Fixed the layout width and spacing settings accepting zero or negative values, which left the HUD unusable with no explanation. Widths now accept 50-1000 and spacings 0-200.
-
Fixed the Controls ("i") button playing its click sound twice.
-
Fixed a "Cannot create canvas" warning that could repeat every frame while the game HUD was unavailable.
1.3.0
Added
-
Added Pin Groups: select multiple pins and combine them into a named group with a merged resource list and a stacked-cards group icon.
-
Added a new My Pins management panel, accessible from the inventory screen, for viewing, selecting, grouping, disbanding, and removing pins.
-
Added expandable sub-item views in the My Pins panel for managing individual group members.
-
Added per-group member claim counts, allowing recipes to belong to multiple groups or remain partially available as individual pins.
-
Added persistent group/order support: Pin Groups, group member counts, and pin/group ordering are now saved and loaded alongside existing pinned recipe data.
-
Added Compact Group Layout (
GroupCompactThreshold): groups with many unique materials automatically switch to a compact grid layout to save HUD space. The threshold applies immediately without restarting, and the grid's column count is derived from your configured pin width. -
Added
GroupCompactMaxRows: controls how many grid rows a compact group pin shows before the remaining materials collapse into a+Ncell. Changes apply immediately without restarting. -
Added a full-list mode for lone groups: a group pinned on its own drops the
+Ncell and shows every material, turning it into a permanent gathering list. -
Added confirmation and group-naming dialogs with input locking so game controls do not interfere while typing.
-
Added a Controls Info panel, accessible via the info button in the My Pins panel, showing keybindings and usage instructions.
-
Added configurable Unpin modifier (
HotkeyUnpin): hold it while pressing the Pin hotkey over a recipe or build piece to decrease/remove that pin. -
Added a dedicated building auto-unpin setting (
AutoUnpinAfterBuilding), separate from crafting auto-unpin behavior. -
Added configurable column count for the Gathering List grid, with automatic panel resizing in horizontal layouts.
-
Added new HUD icon size settings for recipe, material, and group icons.
-
Added new My Pins panel/button configuration options.
-
Added missing language files to the
RecipePinner_languagesfolder so every Valheim-supported language now has a translation file.- Note: Some translations may be imperfect because they were AI-assisted. Please report any incorrect translations.
Changed
-
Building-piece auto-unpin is now controlled by its own
AutoUnpinAfterBuildingsetting instead of sharing the crafting auto-unpin setting. -
Improved building auto-unpin handling for placed building pieces.
-
Improved recipe/build hotkey handling so invalid contexts no longer trigger unintended pin/unpin behavior.
-
Improved save/load reliability for pinned recipes and pin order.
-
The clear-all hotkey now asks for confirmation instead of wiping every pin on a single press: press it once to arm, then again within two seconds.
-
Improved Gathering List positioning and layout behavior in horizontal HUD layouts.
-
Improved HUD/Gathering List behavior when pins are hidden or when the Gathering List is shown by itself.
-
Improved MyLittleUI AutoDetect compatibility, including better vertical placement when MyLittleUI status lists are disabled.
-
Improved MyLittleUI config parsing so only exact
Enable = true/falsevalues in the relevant sections are read. -
Improved localization parsing, including support for common escaped characters and different line endings.
-
Reorganized config categories for clearer ordering and grouping.
- Note: Because config category names changed, some users may need to review or reapply existing config values.
Fixed
- Fixed recipes with multiple output variants (for example Bronze 1x and Bronze 5x) always pinning the first variant. The hovered row is now matched exactly instead of by display name, so the 5x recipe pins its own 5x material cost. This also affects mods that add 1x/5x crafting options.
- Fixed the mod overwriting your pin save file with empty data while it was disabled. With
EnableMod = false, two consecutive saves could permanently erase every pinned recipe. - Fixed cleared pins not being saved immediately after using the clear-all hotkey.
- Fixed auto-unpin results being lost when the game closed without a clean exit.
- Fixed pins loading without validation after switching characters within the same session.
- Fixed pin saves to use an atomic temp-file replace with a
.bakbackup instead of writing directly to the final save file. - Fixed duplicate save entries producing duplicate pin order and UI entries.
- Fixed impossible edited-save upgrade pins such as
โ 999being accepted. - Fixed
MaximumPinsreductions not trimming, rebuilding, and paginating pins consistently. - Fixed pagination/page-size behavior when
MaximumPins < PinsPerPage. - Fixed Recipe Pinner hotkeys firing behind non-crafting inventory panels such as Skills, Trophies, and Compendium.
- Fixed the unpin combination acting or logging outside valid recipe and build contexts.
- Fixed possible crashes, null-reference edge cases, or missing display data when recipes, build pieces, modded resources, Gathering List slots, pin slots, or resource slot UI components contain incomplete data.
- Fixed
RefreshRecipeCacheforcing the HUD visible for a frame even when the overlay was hidden. - Fixed HUD visibility becoming inconsistent after clearing all pins while the overlay was hidden.
- Fixed player death/null-player UI handling so pinned HUD overlays hide together with the rest of the game HUD.
- Fixed shutdown save-path warnings when the mod is destroyed after the player name has already been cleared.
- Fixed Gathering List positioning when HUD pins are hidden: pagination spacing no longer leaves an empty offset, so the Gathering List can move into the first pin position correctly.
- Fixed an issue in horizontal layout mode where the Gathering List retained an incorrect offset and gap because anchors were not reset correctly in gathering-list-only mode.
- Fixed Gathering List placement in MyLittleUI vertical AutoDetect mode when its status lists are disabled.
- Fixed Chest Scan runtime toggling so enabling or disabling it through a mod manager takes effect without restarting the game.
- Fixed stale container references not being cleared when Chest Scan is disabled.
- Fixed container cleanup so destroyed containers are removed from tracking more reliably.
- Fixed Chest Scan re-enable behavior so active containers are scanned again after toggling the feature back on.
- Fixed inventory item count recalculation occurring every frame during Chest Scan; it is now only evaluated when a container scan trigger condition is met.
- Fixed the
LanguageOverrideconfig value flowing into a file path without sanitizing.
1.2.4
- Fixed Gathering List positioning issues across all layout modes when pins are hidden via toggle (F7).
- Fixed Gathering List not repositioning to chest location when pins are hidden and a chest is opened.
- Fixed Gathering List visibility being reset when changing config settings while only the Gathering List is visible.
- Fixed an issue where the Gathering List wouldn't update inventory amounts while pins were hidden (F7 mode).
- Fixed a potential bug where clearing all pins while a chest is open could cause the Gathering List panel to remain orphaned on the screen.
- Fixed reflection initialization log reporting inaccurate success/fail counts.
- Fixed inconsistent logging in MyLittleUI config reader.
- Added value range (8-40) to font size config entries to prevent invalid values.
- Removed dead code and cleaned up leftover code artifacts.
- Refactored UIManager into partial classes for better code organization.
1.2.3
โ ๏ธ IMPORTANT NOTE FOR EXISTING USERS: Due to layout improvements, the default position for the Gathering List while a chest is open has changed. Please delete your old .cfg file or manually update the InventoryGatheringListPosition setting to x: -400, y: 320 in the config file properly align it.
Developer Note: When I released version 1.2.0, I didnโt have the chance to thoroughly test the mod, and while trying to fix some issues, I ended up breaking other things. If you encounter any bugs, please donโt hesitate to report them via Discord (kadrio) or GitHub. Thank you for your patience!
- Fixed Gathering List incorrectly multiplying material amounts when the same recipe was pinned multiple times.
- Fixed Gathering List opening empty on the first pin instead of waiting for 2+ pins.
- Fixed Gathering List not clearing its data when all pins were removed.
- Fixed an issue where the Gathering List's position while a chest is open.
- Please report bugs.
1.2.2
- Optimized memory usage and eliminated unnecessary log outputs by ensuring the game's containers are no longer tracked in the background when the Chest Scanner feature is disabled.
- A new โWork in Progressโ section and new features for โFuture Plansโ have been added to the README file.
- No need to delete config file.
1.2.1
- README file fixed only. No need to delete config file.
1.2.0
- โ ๏ธ IMPORTANT: The configuration structure has been heavily overhauled. Please delete your old com.Kadrio.RecipePinner.cfg file before launching the game!
- ๐ LOCALIZATION UPDATE: Added new translation keys for the Gathering List (
gathering_title,gathering_opened,gathering_closed,gathering_empty,gathering_hint). The 13 default languages are already updated, but if you use a custom language file, please update it! - Added a new 'Gathering List' panel (Toggle: F8) that aggregates total required materials across all pinned recipes.
- Added automatic visibility logic for the Gathering List (auto-opens when 2+ recipes are pinned, auto-closes when below 2).
- Added a 'Craft Readiness Indicator' to pins, displaying a colored accent bar (green = ready to craft, red = missing materials).
- Added Auto-Unpin functionality that automatically removes recipes from the screen after crafting or building them.
- Inventory/Chest Awareness: When opening your inventory or a chest, the pins will now automatically temporarily switch to the existing 'Bottom Right Horizontal' layout so they don't block the screen.
- The Gathering List will also reposition itself next to the chest panel for easy comparison.
- Implemented real-time live-updating for the Gathering List while interacting with chest contents.
- Improved UI aesthetics by dynamically aligning all pin heights on each page to match the longest panel, preventing jagged layouts and ensuring a clean, uniform look.
- Optimized overall performance by significantly reducing unnecessary UI rebuilds and per-frame calls.
- Improved general codebase stability through extensive cleanup.
1.1.4
- In the 1.1.3 update, I put in an old DLL lol (sorry).
1.1.3
- Fixed upgrade recipes (โ 3, โ 4) showing incorrect material amounts โ now correctly calculates costs based on upgrade level.
- Optimized container scanning with a movement cooldown to prevent excessive scans.
- Reduced memory allocations by reusing container snapshot buffers instead of creating new lists each scan.
- Improved dictionary access efficiency across TogglePin, AutoUnpinHook, and AutoUnpinBuildHook using TryGetValue pattern.
- Removed unused legacy PinnedRecipe.cs file.
1.1.2
- Added full support for tracking Item Upgrades (pinning directly from the Upgrade tab).
- Added smart auto-unpin logic to correctly distinguish between crafting new items and upgrading existing ones.
- Added new localization keys (max_level, no_upgrade_cost) for upgrade notifications.
- Optimized internal logic with reflection caching to improve performance and reduce overhead.
- Note: Users with custom language files must update them to include new keys to avoid missing text.
1.1.1
- Updated installation instructions in README. No code changes.
1.1.0
- Added pagination system to handle large numbers of pins (configurable 'PinsPerPage').
- Added visual pagination indicators (diamond dots) with configurable size, spacing, and opacity.
- Added 'Cycle Page' hotkey (Default: LeftAlt) to switch between pages.
- Fixed critical issue where auto-unpinning did not work for construction/hammer placement (added Player.PlacePiece hook).
- Fixed 'Save path invalid' and 'ObjectDB null' warnings in logs during startup/shutdown.
- Optimized UI rendering with dirty-check mechanism to improve performance.
- Updated configuration handling.
1.0.2
- Fixed an issue where using the Middle Mouse Button to remove/deconstruct build pieces would accidentally pin the recipe. Pinning is now restricted to hovering over HUD icons only.
1.0.1
- Fixed README images
1.0.0
- Initial Release
