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DataForge
Easy way to configure recipes, items, pieces and effects by organized reference system. Item cloning with visual tweaks and localization. Weight, stack, amount multiplier for items. Shows comfort group and value in hammer tab.
| Date uploaded | 17 hours ago |
| Version | 1.0.1 |
| Download link | sighsorry-DataForge-1.0.1.zip |
| Downloads | 3 |
| Dependency string | sighsorry-DataForge-1.0.1 |
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: 5.4.2333README
DataForge
Easy way to configure recipes, items, pieces and effects by organized reference system. Item cloning with visual tweaks and localization.
Weight, stack, amount multiplier for items. Shows comfort group and value in hammer tab.
Small qol of marking the comfort number and comfort group within hammer tab.
Included Quality-Of-Life Tweaks
DataForge also includes a few optional helpers for modpack operation:
- show comfort values in the hammer build UI
- highlight same comfort-group pieces while hovering a comfort piece
- ignore station extension spacing checks
- allow fireplaces to store extra fuel without changing the displayed vanilla max fuel
- profile lobby-to-world startup timing while diagnosing slow joins
Workflow
It is built around a simple workflow:
- Let DataForge generate readable reference files from the loaded modpack.
- Copy only the entries you want to change into an override file.
- Edit the compact fields you care about.
- Use full scaffold files only when you need every supported field.
The goal is to make large modpacks easier to tune without turning every item, recipe, or piece into a wall of config.
Why Use It
- Reference files are generated from the actual loaded game data, including vanilla and modded content.
- Reference output omits common default values, so the files stay useful for browsing.
- Override files are compact and hand-editable.
- Full scaffold generation is available on demand for deep edits.
- YAML payloads are server-synced, so server rules can drive client behavior.
- Owner sections and resource-map sorting make large references easier to scan.
- Cloning, material/icon tweaks, localization, and live-safe refreshes are handled in one place.
- Several modpack stability helpers are included for common Valheim mod conflicts.
Supported Domains
Items
DataForge can edit common item fields, including:
- name, description, weight, value, stack size, teleportability, floating behavior
- durability, food values, armor, equip modifiers, damage, block values, attacks
- status effects attached to equip, consume, attack, perfect block, or full adrenaline
- item cloning from an existing prefab
- visual overrides such as material, color, emission, custom icon, and auto icon rendering
- item acquisition multipliers for drops, pickup, crafting, cooking, and smelting
Example:
- item: SwordIron
override: true
weight: 0.8
durability: 250, 50
damage:
slash: 55, 0
primaryAttack:
cost: 12
Clone example:
- item: SwordIronHeavy
override: true
cloneFrom: SwordIron
name: Heavy iron sword
weight: 1.4
visual:
icon: auto
iconRotation: 23, 51, 25.8
material: blackmetal
color: 0.8, 0.85, 1, 1
emission: 0.15
damage:
slash: 72, 0
Recipes
Recipes use the result prefab as the main key. If the same result has multiple recipes, reference files use suffixes such as SwordIron;1 and SwordIron;2.
DataForge supports:
- compact crafting station syntax
- compact resource syntax
- recipe amount
- recipe removal
- one-of ingredient recipes
- quality-based output bonus fields
Example:
- recipe: SwordIron
override: true
craftingStation: forge, 2
resources:
- Iron: 20, 10
- Wood: 5
Pieces
Piece overrides focus on the fields that are most useful for modpack tuning:
- build table and category placement
- sort order inside a build tab
- required crafting station
- build resources
- health
- comfort amount and comfort group
- selected component configuration for containers, crafting stations, extensions, smelters, cooking stations, fermenters, sap collectors, and beehives
stationExtensioncan add aStationExtensioncomponent to a piece that does not already have one. DataForge also removes StationExtension components it added when they are no longer configured; native/original extension components are restored from baseline instead of being deleted.
Example:
- piece: wood_wall
override: true
pieceTable: Hammer
category: Building
sortOrder: 80
needStation: None
health: 250
resources:
- Wood: 4
Component example:
- piece: smelter
override: true
smelter:
input: Coal, 20, 10
output: 2, 30
conversions:
- CopperOre: Copper
- TinOre: Tin
Status Effects
Status effects can be edited or cloned with compact fields for duration, cooldown, icons, messages, stats, skill modifiers, damage modifiers, and effect prefabs.
Example:
- effect: Rested
override: true
time: 600, 0
stats:
regenMultiplier: 1, 1.5, 1
raiseSkill: Swords, 1.0
attackDamage: Swords, 1.25
damageTakenModifiers:
fire: Resistant
poison: Weak
Files
DataForge uses:
BepInEx/config/DataForge/
Main files:
items.yml
items_*.yml
items.reference.yml
recipes.yml
recipes_*.yml
recipes.reference.yml
effects.yml
effects_*.yml
effects.reference.yml
pieces.yml
pieces_*.yml
pieces.reference.yml
z_materials.reference.txt
z_resourcemap.txt
localization/*.yml
icon/*.png
Files like items_extra.yml, recipes_balance.yml, effects_magic.yml, and pieces_building.yml are valid override files. This lets you split large configs by theme without changing the schema.
Reference And Scaffold
Reference files are generated automatically when game data is ready and the client/server is the source of truth.
Reference files are meant for browsing and copy-paste edits:
- common defaults are omitted
- entries are grouped by owner section when possible
- item and recipe references use resource-map sorting
- piece references use tier sorting
Full scaffold files are generated only by command:
dataforge:full item
dataforge:full recipe
dataforge:full effect
dataforge:full piece
dataforge:full all
Full scaffold files expose the supported field surface more completely and are useful when a reference entry hides a default value you want to override.
Localization
Server-synced localization files live in:
BepInEx/config/DataForge/localization/
Example:
$df_item_meadhealthtest: "Test item"
$df_item_meadhealthtest_description: "A test item cloned from major healing mead."
Use the token in an override field:
- item: MeadHealthtest
override: true
cloneFrom: MeadHealthMajor
name: $df_item_meadhealthtest
description: $df_item_meadhealthtest_description
You can also write direct text instead of a $ token.
Icons And Materials
Custom item icons are loaded from:
BepInEx/config/DataForge/icon/
Use 256x256 PNG files when possible. ServerSync synchronizes the YAML value, but each client still needs the same local PNG file.
z_materials.reference.txt is generated as a material lookup list for visual overrides.
Github
CHANGELOG
Changelog
1.0.3
- Added a client-side hammer highlight for crafting stations and their station extensions.
- Changed the weight multiplier option to apply to all item weights while preserving explicit item YAML
weightoverrides. - Kept stack multiplier behavior limited to stackable items.
1.0.2
- Changed the mod author/GUID to
sighsorry.DataForge.
1.0.1
- Removed dynamic loading of
UnityEngine.ImageConversionModulefrom item and status-effect icon loaders. - Added a static
UnityEngine.ImageConversionModulebuild reference so custom icon loading and auto-icon cache PNG export keep working without runtime module probing. - Improved package validation compatibility for Thunderstore by avoiding dynamic Unity module loading.
- Added status-effect ownership interop support so DataForge-owned status effects can be treated as exclusive by companion mods.
- Improved hammer comfort UI behavior, including same comfort-group highlighting and hidden-piece masking compatibility.
- Documented
stationExtensionadd/remove behavior for piece overrides.
1.0.0
- Initial public release of DataForge.