SeedCrafting
Workbench recipes that turn one fully grown crop back into 2 seeds of the same type - no more buying seeds from the trader.Valheim Seed Crafting
BepInEx mod for Valheim that adds a workbench recipe to convert one fully-grown crop back into 2 seeds of the same type, so you don't have to keep buying seeds from the trader.
Recipes (require a workbench nearby):
| Input (1x) | Output (2x) |
|---|---|
| Carrot | Carrot Seeds |
| Turnip | Turnip Seeds |
| Onion | Onion Seeds |
| Kale | Kale Seeds |
| Poteitr | Poteitr Seeds |
No other resources are consumed. Doesn't touch crafting stations you're not using, doesn't patch anything unrelated. Like any other recipe in the game, each one shows up in the list once you've picked up that crop.

Unofficial mod. This is a fan-made mod, not affiliated with or endorsed by Iron Gate. It marks your game as modded (the game shows this in the main menu), as Iron Gate asks mod authors to do.
Requirements
- Valheim (tested on 1.0.15)
- BepInEx 5.4.x
Installation (players)
- Install BepInEx for Valheim if you haven't already (see link above, or use r2modman).
- Download
SeedCrafting.dllfrom the latest release. - Drop it into
<Valheim install folder>\BepInEx\plugins\SeedCrafting\. - Launch the game.
Upgrading from 0.1.0: the DLL used to be called Mod1-SeedCrafting.dll.
Delete the old BepInEx\plugins\Mod1-SeedCrafting\ folder after installing
the new version (the mod keeps no data there).
Building from source
Requires the .NET 8 SDK (or newer) and a local Valheim install with BepInEx installed.
git clone https://github.com/Ab5oluteZer0/valheim-seed-crafting.git
cd valheim-seed-crafting
dotnet build -c Release -p:ValheimPath="C:\Path\To\Valheim"
If you don't pass -p:ValheimPath, the build looks for a VALHEIM_PATH
environment variable, then falls back to the default Steam location
(C:\Program Files (x86)\Steam\steamapps\common\Valheim).
The build automatically copies the built DLL into
<Valheim>\BepInEx\plugins\SeedCrafting\ for quick in-game testing.
Known limitations
- This mod bypasses the Jötunn
modding library's recipe API on purpose: as of Jötunn 2.30.2, its
ItemManager.OnVanillaItemsAvailableevent fires once, too early (on an emptyObjectDB, before a world is loaded) and never fires again - registered recipes never resolve to real item prefabs and stay invisible in-game. This mod registers the recipe directly against the game's ownObjectDB.m_recipesfrom a Harmony postfix onObjectDB.Awake, guarded to only run once real item data is present. - Kale/Poteitr item names are assumed to follow the game's own
{CropName}/{CropName}Seedsconvention; if a future game update renames them, that specific recipe is silently skipped (logged as a warning) rather than crashing.
Support
All my mods are free and will stay free. If you enjoy them and want to say thanks, you can leave a voluntary tip via PayPal - it doesn't unlock anything, it just helps me keep making mods.
License
MIT - see LICENSE.


