GK2LaboratoryFolioHelper
Pin known alchemy formulas, track ingredients, and load mixes faster in Graveyard Keeper 2.Changelog
All notable changes to GK2 Known Formula Helper are documented here.
[0.3.2] - 2026-10-04
Added
- Added laboratory ingredient-slot filtering.
- Recipes that require more ingredient slots than the active laboratory provides are now disabled in the laboratory folio.
Fixed
- Selected laboratory mix variants now remain selected after closing the laboratory.
- Prevented Laboratory I from loading recipes that require three ingredient slots.
- Improved handling of unsupported recipes in laboratory selection mode.
[0.3.1] - 2026-10-02
Added optional GK2 Mod Framework integration while keeping the main mod fully standalone. Added Framework settings for maximum laboratory mix variants and UI font style. Added configurable laboratory mix variant limit. Improved the laboratory pin card layout so formula titles have more horizontal space. Kept ingredient quantities in a dedicated right-aligned column. Updated local build, install, and release packaging to include the optional Framework bridge DLL.
[0.3.0] - 2026-10-02
- Show up to ten craftable laboratory mix variants when available.
- Position variant arrows beside the ingredient slots for Laboratory I and II.
- Improve controller navigation through the laboratory controls.
- Add optional global R3 removal of the most recently added helper pin.
- Add optional Game/Sharp typography modes for readable helper text.
- Keep variant arrows and symbolic controls on their vanilla game font.
[0.2.8] - 2026-10-01
- Move the mix controls into the visible laboratory ingredient area.
- Place the mix arrows beside the laboratory ingredient slots for both laboratory sizes.
- Put the Ready/Missing status directly above the ingredient row.
- Link controller focus through result, variant arrows, all ingredient slots, Craft Max and back to result.
- Bind global R3 input to remove the most recently added formula pin.
- Apply the same controller focus transitions used by the vanilla Craft Max button.
[0.2.7] - 2026-10-01
- Rename the alternative pin recipe label to
Alt. recipe.
[0.2.6] - 2026-10-01
- Place compact mix navigation controls below the alchemy frame, using the game's queue-arrow style when available.
- Keep the controls clickable and register them with the laboratory's gamepad navigation.
- Keep D-pad left/right switching available while the laboratory window is open.
[0.2.5] - 2026-10-01
- Replaced the separate overlay arrows with compact controls inside the laboratory UI.
- Kept the controls clickable without introducing a full-screen overlay.
[0.2.4] - 2026-10-01
- Fixed variant controls being hidden by the laboratory canvas despite successful mix switching.
- Rendered the
</>controls on a dedicated screen overlay canvas with a high sorting order. - Added a log entry confirming that the variant controls were created.
[0.2.3] - 2026-10-01
- Fixed variant controls appearing outside or clipped by the laboratory window.
- Re-anchored the controls to the root UI canvas and kept them clickable beside the result slot.
- D-pad left/right now switches active variants directly.
- Fixed
publish.ps1 -InstallLocalto install into the documentedBepInEx/plugins/GK2KnownFormulaHelperfolder.
[0.2.2] - 2026-10-01
- Added up to ten ranked known laboratory mixes for the selected formula.
- Added
<and>controls next to the laboratory result slot. - Added Left Arrow/Right Arrow and Comma/Period keyboard shortcuts to switch variants.
- Loading a variant redraws the laboratory ingredients and availability immediately.
- Moved the variant controls beside the result slot so they do not cover the game's
+/−controls. - Re-anchored the variant controls to the laboratory root canvas so both buttons remain visible and clickable.
- Added direct D-pad left/right switching while variants are active; the on-screen
+/−controls remain available for craft count.
[0.2.1] - 2026-09-30
- Added an opt-in HUD position preview with simulated external panels and a temporary sample card, so positions can be tested without installing other pin mods.
- Added optional HUD compatibility with GK2RecipePin and Kebo Recipe Pins 2.5.1.
- Detect these mods through their loaded assemblies, including late loading and replacement assemblies.
- Position alchemy cards below visible overlapping pin panels and react to panel layout and visibility changes.
- Ignore the new panels when hidden or positioned outside the alchemy HUD's horizontal screen area.
[0.2.0] - 2026-09-29
- Added direct alchemy folio access from the laboratory result slot
- Added direct recipe selection from the folio
- Selected formulas now load the best matching mix into the laboratory
- Best laboratory mix selection now considers current crafting resources
- Connected storage is considered when choosing a craftable mix
- Missing recipes are automatically pinned for ingredient tracking
- Recipes with missing ingredients are still loaded into the laboratory
- Added powder-free recipe alternatives
- Improved ingredient availability handling
- Preserved normal folio pin/unpin behavior
- Removed the old custom pinned-recipe dialog
- Improved gamepad handling for the folio-based workflow
[0.1.0] - 2026-09-29
Added
- Initial public release.
- Pin known alchemy formulas from the folio.
- Up to four formula pins.
- HUD display for pinned formulas.
- Automatic best-mix selection.
- Ready / Missing recipe status.
- Player inventory owned counts.
- Buyable ingredient detection.
- Vendor name and vendor stock display.
- Laboratory II pinned recipe picker.
- Automatic loading of selected pinned recipes.
- Controller navigation for the pinned recipe picker.
- Controller A-button recipe selection.
- Inventory-driven HUD refreshes.
- Refresh after completed player inventory transfers.
- Optional Pin My Recipe compatibility.
- Optional GK2 Shopping List compatibility.
Technical
- BepInEx 5 integration.
- HarmonyX runtime patching.
- Target framework: .NET Framework 4.7.2.
- Optional mod integrations use runtime detection and reflection.
- No save-data changes.
