GK2 Codex
An in-game wiki for Graveyard Keeper 2 (F4): how any item is made, a Now page with what needs attention, a plan for your zombies, bodies and organs, quests, chests, vendors, alchemy, the graveyard and the factory. Only what your save knows.Changelog
0.13.0
Everything since 0.12.0.
- Added: a Now tab, first in the row, in three columns: what needs attention (also with the attention ribbon off), the best bodies in the morgue, your town orders, your zombies against the zombie limit, the factory in plain words, and your active quests with what they still lack. With Thoughtful Week, today's line and a "Week F3" button.
- Added: F4 opens the codex on the page you left it on, also after a restart. Setting "Open on": Last tab (default) or Now.
- Changed: all ten tabs are visible in two rows, in the order Now, Items, Chests, Zombies, NPCs & Quests, Vendors, Alchemy, Buildings, Graveyard, Factory.
- Changed: one search for every tab: characters, quests and chests (by name, place, or what they hold) are found from any tab. Typing anywhere in the window starts it again; Space, Tab, Enter and the F-keys no longer do, and a search never starts with a blank.
- Added: the world key. With no window open, G opens the card of what you face: a station, a chest, a zombie, a quest giver, a body on a shelf or a table, or the body on your back (that one first). With Almanac installed G in the world stays its AutoWalk and the codex uses L (settings "World key" and "World key with Almanac").
- Added: "Find the nearest" in an item's "You have N" block puts the game's glass on the nearest chest that holds it; the mark goes once you have stood next to the chest. Beta setting "Walk to the chest" (off by default) adds "Walk there": the Keeper walks to the chest on the zone's own paths or the game's roads, never into a chest behind a door; any movement key stops it.
- Added: an item card shows where the item also lies without counting: the factory's output storages (Alcohol Storage, Garden Storage) and the crow nest of game 1.010. They are never counted in "You have".
- Added: an item only alchemy makes (Dream Dust, potions, powders) shows under "How to get" where it is mixed, its runes and the combinations your save has found.
- Added: "Where to sell" shows for each town vendor how many more you can sell this week before the item stops earning likes, and how many likes that brings.
- Added: a recipe's ingredient count shows light brown when your chests hold enough, with a hover "In the bag: N, in chests: M".
- Added: the footer names the keys: the codex's, and Shopping List's and Thoughtful Week's when they are installed, as you have set them.
- Added: "How it works" notes at the foot of cards: the zombie limit and the PR Machine, skulls and collars, what each kind of zombie does, craft progress per hit; in the game's own tutorial words once you have seen that tutorial.
- Changed: the Zombies tab has sub-tabs Overview, Plan, Zombies, Morgue and bodies, How to raise, Stations, Squads and Perk trees, and the list of your zombies stays on the left. A zombie's card has sub-tabs Overview, Body and upgrades, Perks and Work, with badges ("+2", "can buy 3", "!"), and opens on the sub-tab you used last; "What you can do" lists the next steps; < and > step through your zombies.
- Added: Zombies > Plan, a short ordered list of what to do next with your zombies: urgent things first (a factory without power, machines waiting, a zombie without its tool), then steps a zombie can buy now, moves onto empty stations that have a recipe set, training towards a zombie's goal with the days it takes, body and collar steps. Each step says why, what it gives and what it costs, with Find zombie, Find station and Buy buttons; Later, Don't suggest and Leave alone are kept per save. The Now page and the zombie card show the plan's step. New setting "Mark the station for a carried zombie": pick up a zombie that a step moves and its station gets the game's glass.
- Added: a zombie's goal. On the Work sub-tab pick the station a zombie is meant for (the stations you know, by talent branch); the card then says what to level next there, with the game's numbers ("Planks: 40 s > 20 s"), the perks that act on that station with Buy buttons, a better tool you own, and the collar or organ swaps when red skulls run out. A zombie working somewhere else is marked "Not in its place". Kept per save slot in the mod's own file, not in the save.
- Added: "Body and upgrades" shows the zombie as the game draws it (Zombie++ Wardrobe outfits included) with its six organs around it, their stars and skulls, the better organ you own and where it lies, the collar's limit, the ranked steps to improve it and "To Shopping List". Pockets count only real pockets; the tool, armour, weapon and collar are in their own Equipment row.
- Added: a Bonuses block on the zombie card: what the zombie gets from its gear, perks and organs. With Zombie++ installed, its nodes show their own names and effects with a green Z, and its bonuses are counted.
- Changed: Zombies > Stations is a table of every station you built, ten to a page: zone, talent needed, how many of your zombies fit, how many are staffed, and what to do with the empty ones ("empty: Mork fits (free)"). Identical stations in one zone are one row ("Loom x2").
- Added: a small Codex button in the game's zombie window opens that zombie's card.
- Added: Morgue and bodies: every body the game's morgue count includes (on shelves, on tables, on your back, on the ground) with its skulls. For the body picked, a verdict ("Better as a zombie: 10 red skulls after the steps below" or "Better in a grave"), the steps at the autopsy and embalming tables with what you own and where it lies (identical steps as one row "x3"), the collar it needs, "To Shopping List", and a folded table of all organs and pockets. Skulls are shown the way the game shows them: always on a table, on a shelf or your back once the save knows an autopsy, embalming or resurrection table.
- Added: a preview card beside a morgue shelf or a table with a body (setting "Body preview in the morgue", on), and a small Codex button inside the game's autopsy and embalming windows.
- Changed: How to raise is three steps: the best bodies, the collars you have, the resurrection table.
- Fixed: the morgue list matches the game's "Morgue N/M": bodies lying on the ground are listed, and the burnt body left in the crematorium is not.
- Changed: the NPCs & Quests tab looks like the game's quest journal: framed faces, a reputation bar towards the next tech, each quest's journal icon, "Ready" or the first missing item. A quest card shows the giver, the checklist with how many are in the bag and which chest holds the rest, the reward as icons, the chain and what the giver's reputation opens.
- Added: a "To Shopping List" button on a quest card that needs items (with Shopping List installed).
- Fixed: a quest giver with no portrait of their own (the fisherman, the monk) no longer shows the Keeper's face.
- Added: Factory now in the Factory tab: power used and given, the supply storage's fill, the items on the belts, and every machine with its craft, its zombie and what holds it up (no power, no zombie, nothing queued, no output belt), problems first. "Made by the factory" shows each product today, yesterday and over the last 7 days against the plan's target, and the town boxes sent out. Kept per save slot, not in the save.
- Added: the attention ribbon and the Now page warn when the factory stands for lack of power (only when a machine has work queued, and they say why: no zombies on the carousels, broken carousels, no carousel, N more zombies needed), when the factory's supply storage is full, when a machine's queue has ended and when no belt leads out of a machine.
- Fixed (game 1.010): the factory plan, the ribbon and the Now page use the game's real power per carousel zombie (10, or 20 with Belt Master), read from the game, instead of the old 7 / 10.
- Fixed: the Factory tab's plan is kept per save slot and survives a game restart; its Power section shows your factory as it stands.
- Added: the Smithy's Grindstone and the Kitchen's Stove say on their card that no factory recipe needs them.
- Fixed: a town vendor's likes list only shows goods the vendor really buys (Hem took only the first quality of cabbage and onion). Thanks ckx999!
- Fixed: the church's and the graveyard's "What it's made of" show the game's names and pictures instead of raw ids and grey squares; the graveyard map's Areas list says "Can still be built" instead of repeating built areas as "not built".
- Fixed: zombie perk descriptions show the mastery bonus the game really adds (+3 where the text says +4; +4 with Unofficial Patch's fix).
- Fixed: squad lists show each zombie's own name; a gardener that game 1.009 stopped giving harvest orders shows "Stopped harvesting" instead of "Idle"; "Stations without a zombie" shows no raw ids; the organ names on body cards follow the game's language.
- Added: setting "Ribbon grows": Down (default) or Up (the ribbon stands in the bottom left and new messages appear above).
- Fixed: the attention ribbon no longer starts on top of the game's "?" button; every attention line starts with a capital letter; "+N misplaced" no longer counts town and factory stockpiles twice.
- Added: the shared settings window of the SaintArchI mods (F7, the "SaintArchI mods" button in the pause menu, or Keeper's Lantern's wheel) shows Codex with all its settings; it works without GK2 Mod Framework.
- Added: a "?" button in the codex window opens the FAQ (https://artemiyxx.github.io/gk2-mods-faq/) at the tab you are on.
- Added: with Travalgard's Keeper's Lantern installed, its controller wheel has an "Open the codex" entry.
- Changed: the settings are grouped in blocks (General, Tabs, Attention ribbon, Display, Gamepad, Language), Language is in the Mods menu, and Settings.txt next to the DLL explains every setting, in the game's languages. Your old values are kept. Texts use the game's own words in every language.
- Fixed: a reload of the game's language with the same language (a controller connecting) no longer rebuilds the window; arrows the game's font lacks no longer vanish from texts; a long row's tooltip stands beside the mouse instead of over the next row.
- Compatibility: with Almanac, G in the world stays its AutoWalk and the ribbon steps aside of its pin list; F4 and G stay quiet while another mod's text field or Travalgard's hub has the keyboard; a chest marked by the codex is released once you reach it, so Storage Access lists it again; with Carousel Veterans the factory's power notes its perked zombies; Sorted Chests' locked slots work with G and the "Codex" menu entry; Harmony prefixes step back when another mod has already taken over the call.
- Made for game 1.010. "[Diag]" lines for a compatibility test are off by default (Debug.Diagnostics in the cfg).
0.12.0
- Added: a Factory tab (it shows up once your save knows a factory recipe). Tick the products you want the underground factory to make and get a plan for your save: which machines to build and how many, which of your zombies can run them (or what talent is missing and how to get it), the production line step by step, the raw materials per day and for N days, the price of the machines and the power. A target per day, the recipe, the zombie skill to plan for and the Factory Operative perk can be set. The + buttons send the raw materials and the machines to Shopping List. Rates assume an ideal feed. Inspired by GK2_Helper by Freaky and Fortigan.
- Added: where a fish is caught. An item's "How to get" lists the fishing spots that have it, with the bait it bites on and its chance (by day and by night when they differ). Thanks IceWindDark for the frog tip!
- Fixed (game 1.008): a zombie's pike or bow sits in its own weapon slot now. The Zombies tab and the squad power read it from there again, and the weapon is listed with the zombie's gear.
- Fixed: the + next to recipes didn't add anything to Shopping List 0.7.x. It works again (updating either mod is enough). Thanks aykachan and shadowkingii!
- Fixed: the Buildings tab's "Built" filter missed crafting stations (furnaces, anvils, workbenches, kitchens, labs): a station stands in the world under another id than its build entry. Both count now.
0.11.1
- Fixed: Locate couldn't point at a zombie in a barracks squad ("its body is on your back or somewhere the game doesn't track"). It points at the barracks now. Thanks Slovin111 and rouge!
- Changed: the codex opens much faster. Its index is kept between openings and built again only when something it shows has changed.
- Added (beta, off by default): an attention ribbon on the left of the screen that lists problems until they're solved or closed, such as a crafter zombie waiting for materials no zombie supplier will bring. A click marks the place on the map; drag its grip to move it. Turn on "Attention ribbon" in the settings.
- Added: the Chests and NPCs & Quests tabs and the attention ribbon can be switched in the Mods menu too.
- Fixed: items and objects the game has no picture for get a fitting stand-in icon where one exists, and the log no longer fills with "Cannot find spriteName" warnings.
0.11.0
- Added: an NPCs & Quests tab. On the left, the characters who give quests, with their quests under them (Active / All / Done, and a search). A quest's card: what to do as a checklist (items counted in your bag and chests, who to talk to and which line to pick, or the fight to win), the reward and the quest chain. A character's card: their reputation towards the next tech it opens, what they trade, and their quests. No spoilers: only what the game's own quest tree shows, unless "Show all" is on. Thanks pyro for the idea and the mockup!
- Changed: the tab row scrolls (mouse wheel, drag or the arrows at its ends) when the tabs don't fit the window.
- Added: in the Zombies tab, a zombie that fishes, dances or was put down by Zombie++ shows that as its state.
- Changed: quitting the game is quicker: the mod no longer undoes its changes to the game on the way out.
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.
