
balrond amazing nature
An total overhaul adding over 800 new objects + changes to all vanilla objectsπΏ Amazing Nature
A complete Valheim content, survival, world and progression overhaul
Amazing Nature expands and restructures the vanilla Valheim experience instead of replacing it with a separate game mode. It adds a large amount of new content while also changing how existing resources, crafting stations, recipes, survival conditions, monsters, loot, locations and world progression interact with each other.
The mod is designed as an authored overhaul that works out of the box. Its default balance and progression are intended to be played together, so Amazing Nature deliberately does not expose a huge built-in configuration menu.
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What Amazing Nature changes
Amazing Nature touches most major parts of Valheim:
- Progression and crafting β new crafting stations, station bundles, extensions, redistributed recipes and stronger station-level dependencies.
- Resources and metallurgy β new ores, deposits, wood types, stones, scraps, metals, alloys and processing chains.
- Production β expanded kilns, smelters, Scrap Smelter, Sawmill, Tannery, Composter, Press, Bird House and other conversion systems.
- Survival β hunger states, sleep pressure, wounds, bleeding, sickness, wetness, soaking, cold exposure, Mist Sickness, Deep North freezing and recovery systems.
- Equipment maintenance β stricter repair-station rules, repair-all behavior, portable Repair Kits and low-durability warnings.
- World generation β extensive vegetation and location edits, larger dungeons, distance-based placement rules, named locations and Deep North world changes.
- Building β a large catalog of additional build pieces, utility pieces, station extensions and changed construction progression.
- Monsters and combat β changed health/resistances and loot, destructible monster spawners, improved terrain traversal and selected combat QoL changes.
- Boss progression β modified offerings for selected bosses and reworked boss/location placement rules.
- Exploration and economy β expanded treasure loot and additional trader inventory unlocked through boss progression.
Amazing Nature contains hundreds of custom items and world objects and makes a large number of edits to vanilla content. The exact technical data is too large to maintain safely as a hand-written list in this README, so the package also includes a source-derived progression/reference workbook described later in this document.
Important before you start
This is an overhaul, not a lightweight content pack
Amazing Nature changes recipes, stations, materials, world generation, drops, environmental rules and progression dependencies. Installing it in the middle of a long-running playthrough is possible, but a new world and new progression are strongly recommended if you want the experience to work as designed.
Multiplayer
For multiplayer, treat Amazing Nature as a full gameplay mod that should be installed on the server and on every client using the same version. It registers networked prefabs and modifies shared gameplay/world systems; mixed installations are not a supported setup.
Configuration
Amazing Nature does not provide a large general-purpose gameplay configuration system. The default recipes, progression, hazards and world rules are authored as one coherent experience.
If you want to heavily customize specific data, use specialist tools such as WackysDatabase or Expand World rather than expecting every system to have an Amazing Nature config entry.
Existing worlds
New unexplored terrain can receive normal world-generation changes. Already generated areas cannot automatically gain every new vegetation/location placement.
Amazing Nature integrates with Upgrade World and registers dedicated upgrade commands when that mod is installed. See Updating an existing world.
Useful companion mods
Amazing Nature is designed to work as a complete overhaul on its own, but several community tools are extremely useful when playing, troubleshooting or building a custom modpack around it.
None of the mods below are required by Amazing Nature unless the Thunderstore dependency list for a specific release explicitly says otherwise. They are recommendations for convenience, documentation, customization or world maintenance.
| What you want to do | Recommended tool | Required? |
|---|---|---|
| Browse recipes, crafting requirements and item sources in game | VNEI | No |
| Handle Amazing Nature's very large build-piece catalog more conveniently | Sears Catalog | No |
| Modify items, recipes, build pieces, status effects, creatures or pickables | WackysDatabase | No |
| Modify world generation, biomes, environments, vegetation or locations | Expand World and its modules | No |
| Apply supported Amazing Nature world changes to already generated/explored areas | Upgrade World | No |
For normal progression questions, start with VNEI and the included Balrond_Progression_Master.xlsx. For existing worlds, Upgrade World is the most important maintenance tool. WackysDatabase and Expand World are primarily for advanced players and modpack authors who intentionally want to alter Amazing Nature's authored balance.
Balrond mod ecosystem
Amazing Nature is the central overhaul, while several other Balrond mods expand individual parts of the same Valheim experience. These packages are separate downloads so you can choose which areas you want to expand.
Browse every current Balrond package on Thunderstore
Major Amazing Nature companion mods
| Mod | What it adds / how it relates to Amazing Nature |
|---|---|
| Balrond Constructions | Large structural building expansion. Use it when you want substantially more construction pieces and architectural options beyond the building content included in Amazing Nature. |
| Furniture Reborn | Furniture, clutter, decorations and functional decorative build pieces. This is the main Balrond extension for furnishing and decorating bases. |
| Arsenal Reborn | Large weapon and armor expansion plus additional equipment-system changes. This is the main Balrond extension when you want a much larger equipment arsenal. |
| Monster Mayhem | Monster and event extension built around Amazing Nature: additional creatures, monster spawners, raid/event content, animal systems and further encounter/boss-event changes. |
| Humanoid Randomizer | Adds randomized humanoid enemy variants, including Skeleton, Rancid Remains, Draugr/Draugr Elite and Fuling/Fuling Shaman variants, increasing visual and combat variety. |
| Balrond Shipyard | Expands naval gameplay with additional ships, ship customization/upgrades, Shipyard/Scribe systems and ship-themed building content. |
These mods are best thought of as specialized expansions, not mandatory pieces that Amazing Nature needs in order to function. Always check the individual mod page for its current dependencies, installation notes and compatibility requirements before adding it to an existing world or server.
Other Balrond mods worth exploring
Balrond's Thunderstore catalog also contains smaller or more specialized systems that can be mixed into a larger setup depending on the experience you want:
- Runeforging β equipment rarity and long-term item progression.
- Battle Flow β Adrenaline, Trinket and combat-momentum overhaul.
- Wind Chasers β compass, wind-direction tools, battle horns and utilities aimed especially at no-map play.
- Rune Rails β working trains, rails and signal automation.
- Bundling Machine β machines for bundling items into compact packages and unpacking them later.
- Character Customization β additional player-character customization.
- Boonstone β buildable boon stones that use trophies to provide buffs.
- IdleActors β predefined NPC/actor placement for populated builds and scenes.
- TwinStones β short-range paired-obelisk teleportation.
- Lightkeeper β ward-like control for lights and fuel management.
- Amazing Nature Resource β an advanced prefab/resource package for people building their own WackysDatabase, Expand World, Drop That, Spawn That or similar setups. It is not the progression overhaul and does not by itself add recipes, drops or world placement logic.
The Balrond catalog changes over time, so use the author page for the complete and current list rather than treating the selection above as exhaustive.
Recommended progression overview
Amazing Nature expands the vanilla biome progression with additional station gates and production chains. The exact recipe ingredients and dependency graph are available in the included Balrond_Progression_Master.xlsx.
Important: Several major crafting stations are placed using a crafted station bundle. If the hammer only shows one bundle as the placement cost, that bundle has its own recipe and progression requirements.
| Approximate stage | Major Amazing Nature progression |
|---|---|
| Meadows | Workbench, Fletcher Table, early Wood Nails/Straw systems and the path toward the Construction Bench |
| Black Forest | Construction Bench, Forge bundle, Stonecutter bundle, Scrap Smelter, Shaman Table and expanded early metallurgy |
| Swamp | Iron/scrap economy, upgraded food production, Grill and stronger station extensions |
| Mountain | Silver/crystal progression and preparation for higher production stations |
| Plains | Ironworks path, Artisan progression, advanced alloys and higher Shaman Table requirements |
| Mistlands | Mage Table, Black Forge bundle, Eitr-related production and Queen progression |
| Ashlands | Advanced metallurgy, Black Forge progression and the Runeforge path |
| Deep North | Amazing Nature's current endgame Deep North resource, environment and world-content branch |
Core station-bundle chain
The most important dependency backbone is:
Workbench level 4
β
Construction Bench Bundle
β
Construction Bench
β
Forge Bundle at Construction Bench level 2
β
Forge
β
Stonecutter Bundle at Forge level 2
β
Stonecutter
Shaman Table level 2
β
Ironworks Bundle
β
Ironworks
β
Artisan Bundle at Ironworks level 2
β
Artisan Station
Ironworks level 4
β
Black Forge Bundle
β
Black Forge
β
Runeforge Bundle at Black Forge level 4
β
Runeforge
The generated reference documentation calls piece_heavy_workbench_bal Heavy Workbench because that is the source prefab-derived name. Player-facing Amazing Nature documentation traditionally calls this station the Construction Bench. They refer to the same progression branch.
Crafting stations and extensions
Amazing Nature adds or substantially integrates a number of specialized stations.
Construction Bench
The Construction Bench bridges the large gap between the basic Workbench and heavier metalworking progression. Many recipes and repair requirements that would otherwise remain on the Workbench are redistributed into this branch.
It is obtained through the Construction Bench Bundle, crafted at a sufficiently upgraded Workbench.
Fletcher Table
A specialized station for bows, arrows, archery components and related progression. It has multiple dedicated extensions.
Shaman Table
An early-to-mid progression magic/alchemy station that becomes important for advanced materials and later station bundles. It has four mod-added extensions and is a major dependency in the path toward Ironworks.
Scrap Smelter / Smeltworks
Scrap processing is intentionally separated from normal ore smelting.
Standard Smelters and the Blast Furnace are not the normal place for scrap-metal processing. Amazing Nature removes core scrap conversions from the standard Smelter and creates dedicated scrap-to-metal recipes at the Scrap Smelter/Smeltworks progression.
Grill
An expanded cooking station for non-boiled food progression and recipes that sit outside the normal Cauldron path.
Ironworks
A late-midgame metalworking station positioned between Forge-era production and the Black Forge/late-game chain. It has four dedicated extensions and is required for major station bundles and advanced crafting.
Mage Table
Amazing Nature integrates the Mage/Galdr progression with its Shaman Table, Black Forge and advanced material chain. Additional extensions are provided.
Runeforge
An endgame crafting station reached through the Black Forge progression. It has four dedicated extensions and uses high-tier materials from late-game biomes.
Station extensions
Amazing Nature adds many extensions to both custom and vanilla crafting stations. Extension placement distance is more forgiving than vanilla, allowing a station room to be organized without forcing every extension immediately against the table.
The exact station targets, level contribution and construction costs are listed in the Stations and Extensions sheets of Balrond_Progression_Master.xlsx.
Roof requirements
Several core crafting stations have their crafting roof requirement disabled by Amazing Nature, including the Workbench, Forge, Stonecutter, Artisan Station, Black Forge and Mage Table. This gives more freedom when designing outdoor or partially open production areas.
Resource, mining and material overhaul
Amazing Nature introduces a much broader resource economy.
New and expanded natural resources
The mod includes many new or redistributed resources such as:
- additional ore and metal deposits,
- Zinc, Nickel, Lead, Cobalt, Gold, Borax and other progression materials,
- additional scrap-metal variants,
- Limestone, Gabro and other stone resources,
- gems and magical/mineral materials,
- expanded bark, root, moss, straw and plant materials.
Exact biome sources, vegetation registrations, drop sources and crafting dependencies are documented in the included workbook.
Expanded metallurgy
Amazing Nature adds a large alloy and processed-metal chain. Depending on progression this includes materials such as:
- Cupronickel,
- Bell Metal,
- Brass-related materials,
- Dark Steel,
- Electrum,
- Amethysteel,
- White Metal,
- Ferroboron,
- Cobalt-based materials,
- additional late-game metal and scrap variants.
These materials are used to create more meaningful intermediate progression instead of allowing the player to skip directly from one vanilla metal tier to another.
Tool progression
Mining and harvesting requirements are rebalanced around the expanded resource chain. Amazing Nature also includes additional tool variants such as early and late pickaxes, upgraded building hammers, and higher-tier cultivator/hoe options.
Trees, wood and vegetation
Amazing Nature significantly expands world vegetation and harvesting.
Examples include custom trees and tree variants such as:
- Yew/Yaw,
- Cypress,
- Poplar,
- Willow,
- Elder-related trees,
- crystallized/frozen tree variants,
- wet/swamp tree variants,
- additional saplings and biome-specific vegetation.
Additional wood economy
The wood chain includes materials such as:
- Hard Wood,
- Ember Wood,
- Crystal Wood,
- Yew bark,
- Willow bark,
- additional processed wood products.
The Sawmill can convert higher or specialized wood types into more basic wood products, which gives excess late-game timber an additional use.
Straw, roots and moss
Straw becomes an important early crafting resource and is used in multiple construction and thread recipes. Roots, moss, bark and similar natural materials are integrated into crafting, fuel, composting and world drops rather than existing only as decoration.
Farming and plantables
The mod adds many additional plantable or harvestable entries and expands biome vegetation distribution. Some custom production objects also use growing/fuel-style mechanics rather than the standard vanilla crop loop.
Production and conversion systems
A major part of Amazing Nature is turning resources into a connected production economy.
Smelter
The standard Smelter is rebalanced for ore processing and receives additional supported ores. Core scrap conversions are removed from it and moved to the dedicated scrap-processing chain.
Blast Furnace
The Blast Furnace is expanded for high-tier ores and receives adjusted capacity/processing behavior.
Scrap Smelter / Smeltworks
Dedicated crafting recipes convert numerous scrap types back into usable metals. Higher-tier scraps require higher station progression and may also require additional fuels or magical materials.
Kiln
The normal Kiln has expanded conversions. In addition to standard charcoal production it can process materials such as:
- specialized wood,
- bark,
- moss and straw,
- tar base,
- clay/ceramic molds,
- coal-powder resources.
Stonebound Kiln
A higher-capacity conversion station that supports the expanded Kiln chain and can process bundled inputs such as Wood Bundles, Clay Mold Bundles and Ceramic Mold Bundles.
Sawmill
The Sawmill converts specialized timber into more general-purpose wood products. For example, higher-tier wood can be reduced into Fine Wood or standard Wood where appropriate.
Tannery
The Tannery/Leather Rack processes hides and pelts through tiered conversion rules, allowing matching raw hide materials to be expanded into larger usable quantities as station progression improves.
Composter
The Composter converts many organic materials into Enriched Soil, including spoiled food, vegetables, meat, bones and other compostable materials.
Press
The Press handles several liquid and processed-material chains, including:
- oils,
- berry/fruit drinks,
- specialty drink bases,
- paint processing,
- conversion of Paint Buckets into standardized Dye Kits.
Bird House
The custom Bird House uses Bird Feed as fuel and produces Feathers over time.
Water Well
The Water Well provides a dedicated water-production interaction used by Amazing Nature's food and crafting economy. Water containers/items are integrated with this system rather than water being treated as an unlimited abstract recipe ingredient.
Spinning Wheel
The Spinning Wheel is expanded with additional thread production such as:
- Straw β Straw Thread,
- Raw Silk β Silk Reinforced Thread.
Eitr Refinery
The Eitr Refinery receives additional Amazing Nature conversions, including processed oil and corrupted-eitr-related material chains.
Fermenter and cooking stations
Amazing Nature adds or retargets multiple food conversions across the Fermenter, Oven, normal cooking station and custom Grill so that advanced food progression uses the intended station rather than every recipe appearing in the same vanilla crafting menu.
Building overhaul
Amazing Nature adds a large collection of new construction and utility pieces and also changes when many vanilla pieces become available.
Early construction progression
Early building makes greater use of raw/basic wood and stone sets. More advanced vanilla-style wooden construction is tied into the Construction Bench progression.
Wood Nails and other construction components
Some construction recipes use manufactured components such as Wood Nails, Straw Thread, metal nails, processed wood and other tier-appropriate resources. Building therefore develops alongside crafting progression instead of remaining almost completely independent from it.
Station and portal bundles
Major stations and portals can use Bundle items crafted at the appropriate station. Once a bundle is crafted, the final piece can be placed with the hammer without requiring the original crafting station to remain next to the final placement location.
This makes advanced structures transportable while preserving their crafting prerequisite.
Portal changes
The normal wooden portal and stone portal use dedicated Amazing Nature bundle items as their placement cost. Portal access therefore participates in the reworked crafting progression.
Banners
Banner recipes are standardized around Dye Kits instead of each banner consuming an unrelated collection of color ingredients.
Healthy lifestyle: food, rest and sleep
Amazing Nature adds persistent survival pressure around eating and sleeping.
Food state
The number of active foods contributes to a player state:
| Active food slots | State |
|---|---|
| 0 | Hungry |
| 1 | Just Ate / Just Fed |
| 2 | Fed |
| 3 | Well Fed |
These states change recovery behavior and make maintaining food part of normal survival even when the player is not currently preparing for a boss fight.
Food poisoning
Rotten or poisonous foods can apply Food Poisoning and significantly reduce recovery. Puke Berries remain an emergency way to clear food-related problems where applicable.
Sleep pressure
When the normal Rested period has ended, Amazing Nature starts tracking how long the character remains awake.
- Remaining awake eventually applies Tired.
- Continuing without sleep progresses into a stronger no-sleep state.
- Sleeping clears the fatigue chain and applies Well Slept.
- Normal resting can help with recovery before full sleep becomes necessary.
Sitting and passive recovery
Sitting provides slow health recovery. Resting near a Camp Fire is especially useful because the injury system also uses rest/fire states to accelerate recovery from several temporary conditions.
Stamina regeneration curve
Stamina regeneration uses a smooth curve rather than one completely flat regeneration rate. Recovery is faster when the stamina bar is already relatively full and slower after heavy depletion, making repeated total exhaustion more punishing.
Base Eitr
Amazing Nature adds a small base Eitr reserve to the player, giving the character 15 base Eitr before food bonuses are considered.
Wounds, damage conditions and bleeding
Combat can cause temporary injuries based on the dominant post-mitigation damage type of a hit. Armor and resistances therefore matter both for direct damage and for the probability of receiving a condition.
Physical wounds
| Condition | Main source | General effect |
|---|---|---|
| Lacerated | Strong Slash hit | Reduced recovery/defense performance |
| Punctured | Strong Pierce hit | Broad regeneration penalties |
| Fractured | Strong Blunt hit | Reduced mobility and stamina performance |
These wound states can coexist.
Bleeding
Slash and Pierce attacks can cause Bleeding when wounds are already present. The chance rises substantially as the number of active wound conditions increases.
Bleeding is a progressive damage-over-time condition rather than a simple one-time hit.
Elemental and magical conditions
Strong damage of other types can apply additional temporary states:
| Condition | Damage type |
|---|---|
| Scorched | Fire |
| Chilled | Frost |
| Enfeebled | Poison |
| Static Charged | Lightning |
| Soul Sapped | Spirit |
These conditions alter regeneration, mobility, defense, stagger or skill performance depending on the effect.
Recovery speed
Several injury conditions use accelerated recovery rules:
- normal recovery: 1Γ,
- sitting/rest recovery: 3Γ,
- Camp Fire recovery: 6Γ,
- sitting/resting at a Camp Fire: 9Γ.
This makes retreating to a safe camp and recovering an actual gameplay decision instead of merely waiting for an icon to expire.
First Aid Kits
Amazing Nature provides multiple tiers of First Aid Kit.
First Aid does not simply erase every injury immediately. While active, it repeatedly removes time from supported negative conditions, including wounds, Bleeding, Sick and several elemental/magical injuries.
Higher First Aid tiers remove condition duration more aggressively.
Use First Aid when you need to return to combat or exploration before natural rest-based recovery would finish.
Wet, Soaked, cold and exposure
Environmental survival is more layered than vanilla Wet/Cold alone.
Wet vs. Soaked
Amazing Nature distinguishes between:
- Wet β normally associated with rain/shallow environmental exposure,
- Soaked β the stronger state associated with swimming/deeper water exposure.
Swimming applies Soaked rather than simply refreshing normal Wet.
Capes / Waterproof
Shoulder/cape equipment provides a Waterproof status that protects against normal Wet from rain. It does not protect against becoming Soaked through immersion.
Cold Day
During daytime cold conditions, missing appropriate chest or leg protection can produce a lighter Cold Day state unless the player is near sufficient heat or otherwise protected.
Cold Night and frost resistance
Stronger cold exposure still requires real cold/frost preparation. Frost resistance removes the custom cold-day/shivering chain where appropriate.
Torch warmth
Holding a torch suppresses normal cold detection, making a carried heat/light source useful beyond visibility.
Shivering
Being Cold + Wet/Soaked can apply Shivering, representing the combined danger of low temperature and water exposure.
Sleeping while wet
Both Wet and Soaked count as being too wet for normal bed use.
Sick
Sick is a combined-condition hazard rather than a random independent debuff.
It can occur when the player has:
- a relevant wound such as Lacerated or Punctured,
- Wet or Soaked,
- Poison.
The condition applies progressive poison damage. A stronger poison-related state can take priority and prevent Sick from being applied at the same time.
This is an example of the core Amazing Nature survival design: conditions interact with each other rather than existing as isolated icons.
Mistlands: Mist Sickness
Standing inside active Mistlands mist applies Mist Sickness.
Mist Sickness reduces movement/stamina performance while also changing Eitr recovery. Clearing the mist through normal Mistlands tools and staying in a cleared area removes the exposure.
The system uses the actual presence of ParticleMist, so it follows whether the character is physically inside uncleared mist instead of relying on a simple biome check.
Deep North overhaul
Amazing Nature already treats the Deep North as a real gameplay region rather than an empty edge of the map.
Its current implementation includes:
- custom Deep North region/world shaping,
- custom Deep North ocean transition logic,
- dedicated map coloration and icy ocean tinting,
- a Deep North environment/weather override,
- freezing conditions,
- Freezing Water exposure,
- custom vegetation and resources,
- location/world-generation changes,
- Deep North variants of selected world objects,
- visually altered icy/crystal Leviathan behavior where applicable.
Deep North water is deliberately dangerous and the region is intended to require endgame-level preparation.
The detailed vegetation/resource registrations are available in the included master workbook.
Repair and durability overhaul
Repair at crafting stations
Amazing Nature enforces repair dependencies more strictly:
- the item must be repairable,
- it must have a valid recipe,
- the current station must match the item's crafting/repair station,
- the station must meet the required level.
This means moving an item to a higher-tier crafting station also matters for repair, not just initial crafting.
Repair All
The normal repair action is changed from repairing a single item at a time to repairing all currently eligible damaged items at the current station in one operation.
Only items that satisfy the station and level rules are repaired.
Low-durability warning
When a locally equipped weapon or armor piece is actually damaged from 5% or more durability to below 5%, Amazing Nature displays a center-screen warning that the item is about to break.
The warning triggers on the threshold crossing rather than spamming every later durability loss while the item remains below 5%.
Monster changes
Amazing Nature modifies many existing creatures rather than only adding world decoration.
Changes include combinations of:
- adjusted health,
- adjusted resistances,
- substantially expanded loot tables,
- additional progression materials,
- global-key/progression interactions,
- custom destructible creature spawners.
Destructible spawners and hazards
The current project includes special handling for objects such as:
- Poison Geyser spawners,
- Seeker Brood spawners,
- Bone Piles,
- Draugr piles,
- Greydwarf nests,
- Surtling spawners,
- Drake spawners,
- Deathsquito hives,
- Stone Golem spawners.
Destroying dangerous world infrastructure can therefore be part of securing an area, and several spawners have their own drop tables.
Monster terrain traversal
Ground monsters receive additional obstacle/climbing assistance when moving toward targets. The system checks terrain/obstacles at a limited interval and applies size-aware movement help, reducing situations where enemies are completely defeated by small ledges or rough terrain.
Monsters and doors
Selected humanoid/ground monsters can interact with supported unsecured doors when actively pursuing a target.
Wards matter: configured door logic respects Private Areas. If a Ward blocks opening, the door can become an attack target instead of simply allowing a monster through.
Keyed doors are excluded from this behavior.
Loot-drop rules
Amazing Nature limits the number of different loot entries selected from normal monster drop tables while still rewarding stronger enemies.
| Creature type | Maximum selected loot entries |
|---|---|
| Standard 0-star creature | 3 |
| Each additional star | +1 |
| Elite classification | +1 |
| Big-monster classification | +2 |
| Boss | No Amazing Nature loot-entry cap |
A creature with fewer valid drops will naturally drop fewer items than the theoretical maximum.
The exact current creature β item β chance β amount table is maintained in Balrond_Progression_Master.xlsx rather than duplicated in this README.
Boss and offering changes
Amazing Nature deliberately changes selected boss requirements while leaving other boss offerings on their existing progression unless another mod changes them.
Eikthyr
Eikthyr's altar requires:
3 Γ Carved Deer Skull (CarvedDeerSkull_bal)
The skull is a craftable Amazing Nature progression item.
The Queen
Initial Mistlands citadel access still follows the Sealbreaker path.
For repeat Queen summoning, Amazing Nature changes the altar offering to:
5 Γ Seeker Brain (SeekerBrain_bal)
Current Amazing Nature creature edits provide Seeker Brains from Seekers, with Brutes having a substantially higher drop chance than normal Seekers.
Other bosses
The supplied source did not define Amazing Nature offering overrides for The Elder, Bonemass, Moder, Yagluth or Fader. Their requirements therefore remain on the normal path unless another installed mod changes them.
Boss locations
Amazing Nature also reworks boss-location placement data, including biome, distance and uniqueness rules. This is part of the world-generation overhaul and is one reason a new world is the cleanest way to experience the mod.
Dungeons and locations
Amazing Nature substantially edits vanilla location placement and dungeon generation.
Larger dungeons
Multiple dungeon generators have increased room ranges. Current configured examples include:
- Caves,
- Ashlands ruins,
- Sunken Crypts,
- Crypts/Burial-Chamber-style dungeons,
- Farms,
- Villages,
- Goblin Camps,
- Fortress ruins,
- Dvergr towns.
The intent is to make dungeon exploration less predictable and give major locations enough space for the expanded loot/progression economy.
Named locations
Selected generated locations can receive deterministic flavor names. The naming system covers categories such as dungeons, camps, villages, farms and crypts, adding identity to places that would otherwise be anonymous repeated prefabs.
Location placement
Vanilla locations receive extensive changes to values such as:
- quantity/placement attempts,
- biome assignment,
- distance from the world center,
- spacing from similar locations,
- altitude,
- terrain delta,
- forest requirements,
- location radii.
These rules are authored to work together with the vegetation and biome changes.
World vegetation and biome distribution
Amazing Nature registers a large vegetation catalog and edits vanilla vegetation distribution.
The system controls data such as:
- biome membership,
- quantity per zone,
- group size,
- altitude,
- ocean depth,
- terrain delta,
- forest thresholds,
- distance from world center,
- scale and placement behavior.
This is why simply spawning the new items through recipes does not reproduce the Amazing Nature experience: world distribution is a major part of the mod.
Swamp hazards
The Swamp includes additional dangerous world objects such as Poison Geysers and associated spawners.
These make some areas hazardous before the player is sufficiently protected and turn environmental objects into targets that can be destroyed to make routes safer.
Poison resistance, suitable armor and deliberate positioning are strongly recommended in heavily contaminated areas.
Trader progression
Amazing Nature adds additional boss-gated goods to existing traders.
Examples in the current source include:
Haldor
Additional goods can unlock after progression milestones such as The Elder, Bonemass, Moder and Fader. The current additions include materials/food components such as Apple, Jute Thread, Cheese, Powdered Salt, Powdered Pepper and Raw Dragon Ribs.
Hildir
A late-game Mythic Eye trade is added after Fader progression.
Bog Witch
A Poison Apple trade becomes available after The Elder progression.
Exact price and global-key data is available in the source/reference documentation and may be rebalanced between releases.
Treasure and exploration economy
Treasure chest contents are expanded across the world. Amazing Nature uses chest loot, monster drops, destructible resources, traders, vegetation and conversion stations together as material sources.
If you cannot find a material in a normal crafting recipe, it may come from:
- vegetation or a destructible world object,
- a monster or spawner,
- a treasure chest,
- a trader after a boss global key,
- a production conversion,
- another crafted intermediate material.
Use the Material Sources and Dependencies sheets in the master workbook to trace these chains.
Additional gameplay and quality-of-life changes
Amazing Nature contains many smaller changes that support the larger overhaul.
Current source-confirmed examples include:
- Leviathans remain above water longer before leaving.
- Lava Leviathans also receive a longer leave delay.
- Cart weight handling is adjusted to work better with the mod's resource economy.
- Correctly aligned double doors open together when interacted with.
- Torch warmth suppresses cold detection while the torch is held.
- Banner recipes use standardized Dye Kits.
- Major portals and crafting stations use crafted bundle progression where configured.
- Debug/cheat mode does not consume stamina or Eitr while Amazing Nature's patches are active.
- Selected melee/blocking behavior receives Amazing Nature adjustments unless ZenCombat is detected.
- Loaded-state handling for relevant ranged/magic weapons is preserved across supported equipment transitions.
Updating an existing world
Amazing Nature has direct integration with Upgrade World.
When Upgrade World is installed, the mod registers these commands:
BalrondAmazingNature_vegetation_add
BalrondAmazingNature_vegetation_update
BalrondAmazingNature_locations
BalrondAmazingNature_vegetation_add
Adds/reset-generates Amazing Nature vegetation definitions through Upgrade World's vegetation system.
BalrondAmazingNature_vegetation_update
Applies Amazing Nature's changes to vanilla vegetation entries that the mod modifies.
BalrondAmazingNature_locations
Applies the mod's changed vanilla-location definitions through Upgrade World.
Back up your world before running any world-upgrade command. World-generation updates are consequential and cannot be treated like a harmless UI setting.
For a completely new world, these commands are not required for normal Amazing Nature generation.
Installation
Thunderstore / mod manager
Install Amazing Nature with your preferred Thunderstore-compatible mod manager and allow the package manager to install the dependencies declared by the release package.
Manual installation
Use your normal BepInEx mod installation workflow and preserve the package's required folder/files. Do not copy only the DLL if the release contains additional assets or translation data.
First launch checklist
- Launch Valheim and confirm Amazing Nature loads without BepInEx errors.
- For multiplayer, confirm the server and every client use the same Amazing Nature version.
- Prefer a new world for the full world-generation experience.
- Keep the included progression workbook available if you want exact recipe/source lookup.
- If the build menu becomes too large to navigate comfortably, consider Sears Catalog.
- If you need an in-game recipe/item-source browser, consider VNEI.
Included progression and technical documentation
The release package is intended to include:
Balrond_Progression_Master.xlsx
This workbook is the detailed source-derived reference that replaces the enormous prefab/recipe/drop tables previously embedded directly in the README.
The supplied documentation snapshot contains normalized tables for:
- progression,
- recipes,
- recipe ingredients,
- crafting stations,
- station extensions,
- conversions,
- creature/world drops,
- vegetation,
- material sources,
- build pieces,
- build costs,
- bosses,
- special altars,
- dependency chains,
- item catalog,
- coverage/verification notes,
- external source notes.
The documentation snapshot used to build this README catalogs 531 recipe records, 398 conversion records, 1,806 drop-edit records and 167 vegetation registrations, plus extensive item/build/dependency tables.
Important documentation note
The supplied master dataset was generated from an Amazing Nature 1.3.8 source snapshot, while the current project reviewed for this README declares 1.3.9. The README therefore uses the current 1.3.9 source code for changed runtime mechanics and uses the workbook as the broad reference dataset.
For exact verification, check the workbook's Overview, Coverage and source/basis columns. The workbook intentionally keeps internal prefab IDs because translation/display names can change independently of code IDs.
Support policy for custom configurations
Bugs reproducible with the normal Amazing Nature setup are the priority for public support.
Problems caused by custom WackyDB, Expand World or private modpack data are handled on a best-effort basis. Creating, repairing or auditing a custom configuration/integration may be treated as commissioned work.
Compatibility behavior present in the current code
Amazing Nature detects selected external mods and changes its own behavior to avoid overlapping patches.
ZenWorldSettings
When ZenDragon.ZenWorldSettings is detected, Amazing Nature disables its Sunken Crypt key-consumption change.
Without that compatibility condition, opening the supported Sunken Crypt gate consumes the matching Crypt Key from the local player's inventory.
ZenCombat
When ZenDragon.ZenCombat is detected, Amazing Nature disables its overlapping melee/parry/block adjustments so ZenCombat can own that behavior.
Other mods
Because Amazing Nature changes a very broad set of game systems, compatibility cannot be guaranteed with every mod that edits the same recipes, locations, status effects, world-generation data or character mechanics.
When reporting a conflict, include:
- complete BepInEx log,
- Amazing Nature version,
- Valheim version,
- full mod list,
- whether the issue also occurs without custom WackyDB/Expand World data,
- whether the issue can be reproduced with Amazing Nature's default behavior.
Translation
Amazing Nature loads JSON translation files from:
BepInEx/config/BalrondAmazingNature-translation/
The filename without .json is treated as the language name.
For example:
English.json
Polish.json
German.json
If a selected non-English language does not have a matching Amazing Nature file, the translation system falls back to English when the English dictionary is available.
Creating a translation
- Copy the English translation JSON supplied with the mod.
- Rename the copy to the Valheim language name you want to support, for example
Polish.json. - Translate the values.
- Keep the translation keys unchanged.
Example:
{
"tag_thswordsilver_bal_description": "Translated description"
}
Translation files are loaded locally by the game. They are not a replacement for installing the gameplay mod itself on all multiplayer participants.
If you see untranslated strings such as $tag_something_bal, verify that the expected translation JSON exists and is valid.
Frequently asked questions
Where are the configs?
Amazing Nature is not designed around a large built-in gameplay config. Its default progression and balance are authored directly by the mod.
For extensive data editing, use specialist tools such as WackysDatabase or Expand World.
Do I need a new world?
A new world is strongly recommended because Amazing Nature changes vegetation, locations, placement distances and Deep North/world data.
Existing worlds can still be used. Unexplored areas can generate new content normally, while Upgrade World can apply supported changes to already generated regions.
Why does the Smelter reject scrap metal?
This is intentional. Amazing Nature separates ore smelting from scrap recycling.
Use the Scrap Smelter/Smeltworks progression and the appropriate crafting recipes for scrap-metal recovery.
Why can I craft a station bundle but the hammer only asks for one item?
That is intentional. The bundle contains the real crafting dependency. Craft the bundle at the required station and station level, then use the bundle to place the final station.
Why can't I repair an item at my Workbench/Forge?
Amazing Nature uses the item's actual crafting/repair station and required station level. Equipment that has been moved to a higher-tier station must be repaired at that station as well.
The Repair button repairs all damaged items that currently satisfy those rules.
How do I find an exact recipe or material source?
Use one of these:
- the included
Balrond_Progression_Master.xlsx, especially Recipes, Material Sources and Dependencies; - VNEI for an in-game lookup experience.
Why do I get Wet and Soaked as different effects?
Wet represents normal environmental/rain exposure. Soaked represents immersion/swimming. Waterproof cape protection blocks normal Wet but does not make you immune to becoming Soaked.
How do I recover from wounds faster?
Rest/sit somewhere safe, preferably at a Camp Fire, or use a First Aid Kit. Several injury effects expire much faster while resting near fire.
Why did my Crypt Key disappear?
Amazing Nature consumes the key when opening the supported Sunken Crypt gate. Additional keys are part of the mod's expanded drop economy.
If ZenWorldSettings is installed, Amazing Nature intentionally disables this key-consumption behavior for compatibility.
How do I summon Eikthyr?
Amazing Nature changes Eikthyr's altar to require 3 Carved Deer Skulls.
How do I repeat The Queen?
The repeat offering is 5 Seeker Brains. Initial citadel access still uses the Sealbreaker path.
Why can monsters open my doors?
Selected monsters can open supported unsecured doors while pursuing a target. Use Wards and proper base defenses; Ward-protected doors are not simply opened by this system.
Why don't I see every build piece?
Amazing Nature has a very large build catalog. If the normal build interface becomes difficult to navigate, use a catalog-extension mod such as Sears Catalog.
Also remember that many pieces are progression-gated and will not appear until their required materials/stations are discovered.
Technical naming note
Most Amazing Nature internal prefab IDs use the suffix:
_bal
Examples include SeekerBrain_bal, HardWood_bal and BundleRuneforgeBench_bal.
These IDs are useful for:
- debugging,
- admin commands,
- WackyDB/Expand World data,
- support reports,
- reading the included master workbook.
The internal prefab-derived readable name is not always identical to the localized in-game display name. The workbook therefore preserves exact prefab IDs as the stable technical reference.
Documentation philosophy
Older Amazing Nature READMEs contained enormous hand-maintained tables of prefab names, creature drops and other technical data. That approach becomes inaccurate very quickly as the project changes.
The current documentation is deliberately split into two layers:
This README
For players:
- what the mod does,
- how progression works,
- important survival mechanics,
- installation and world updates,
- compatibility,
- common questions.
Balrond_Progression_Master.xlsx
For exact lookup:
- recipe rows,
- ingredients,
- station dependencies,
- conversion inputs/outputs,
- drops and probabilities,
- vegetation registration,
- material sources,
- build costs,
- item IDs,
- boss requirements,
- verification notes.
This keeps the Thunderstore page readable without discarding the technical documentation advanced players and modpack authors need.
Bug reports and support
For support, bug reports and progression questions:
When reporting a bug, please provide enough information to reproduce it:
- Amazing Nature version.
- Valheim version.
- Complete BepInEx log.
- Full mod list/profile code if possible.
- Single-player or multiplayer/dedicated server.
- New or existing world.
- Exact steps that trigger the problem.
- Whether custom WackyDB, Expand World or other data overrides are installed.
Screenshots are useful for visual issues, but a log is much more valuable for loading, recipe, prefab and multiplayer errors.
Support development
Amazing Nature remains free to download and use. Development support helps fund maintenance, compatibility work, bug fixing, documentation, new systems and future Valheim projects.
For custom mods, private integrations, configuration work or commissioned systems, contact Balrond through:
Public bug fixes are not paywalled. Project-specific implementation, private configuration and custom integration may require a separate quote.
Final note
Amazing Nature is intended to make Valheim feel familiar but worth learning again. Vanilla biomes, bosses and crafting concepts still matter, but the routes between them are deeper: more resources have uses, crafting stations have clearer roles, survival conditions interact, exploration has more material sources, and the world contains substantially more authored content.
If something seems to be "missing", first assume that it may have been moved into the new progression rather than removed. Check the station chain, material source, boss gate or included master workbook before treating it as a bug.
Item prefabs β ItemList.items
Total active item prefabs: 356
Trophies (28)
- TrophyAshlandsGolem_bal
- TrophyBattleHog_bal
- TrophyBruteTroll_bal
- TrophyCorpseCollector_bal
- TrophyCrow_bal
- TrophyElderDrake_bal
- TrophyForestTroll_bal
- TrophyForsaken_bal
- TrophyFox_bal
- TrophyGoat_bal
- TrophyGoleming_bal
- TrophyGreywatcher_bal
- TrophyHabrok_bal
- TrophyHabrokBirb_bal
- TrophyHaugbui_bal
- TrophyLeechPrimal_bal
- TrophyNeckBrute_bal
- TrophyObsidianCrab_bal
- TrophyPolarBear_bal
- TrophyShark_bal
- TrophySouling_bal
- TrophySpectre_bal
- TrophyStag_bal
- TrophyStagGhost_bal
- TrophyStormdrake_bal
- TrophyTrollAshlands_bal
- TrophyTrollSkeleton_bal
- TrophyWolfUndead_bal
Ammunition (10)
- ArrowBlizzard_bal
- ArrowBlunt_bal
- ArrowBone_bal
- ArrowChitin_bal
- ArrowFlametal_bal
- BoltBlunt_bal
- BoltChitin_bal
- BoltFire_bal
- BoltSilver_bal
- BoltThunder_bal
Bundles & deployables (16)
- BundleArtisanBench_bal
- BundleBlackforgeBench_bal
- BundleCart_bal
- BundleConstructionBench_bal
- BundleForgeBench_bal
- BundleHut_bal
- BundleIronworksBench_bal
- BundlePortal_bal
- BundlePortalStone_bal
- BundleRuneforgeBench_bal
- BundleStoncutterBench_bal
- CeramicMoldBundle_bal
- ClayMoldBundle_bal
- PatchworkBundle_bal
- StrawBundle_bal
- WoodBundle_bal
Tools, weapons, armor & belts (20)
- AxeCopper_bal
- BeltAssasin_bal
- BeltForester_bal
- BeltMountaineer_bal
- BeltSailor_bal
- BeltVidar_bal
- BlackMetalCultivator_bal
- BlackMetalHoe_bal
- HammerBlackmetal_bal
- HammerDverger_bal
- HammerIron_bal
- HammerMythic_bal
- HelmetBronzeHorned_bal
- HelmetCrown_bal
- HelmetLeatherCap_bal
- MaceCopper_bal
- MaceFakeSilver_bal
- PickaxeFlametal_bal
- SwordFakeSilver_Bal
- SwordTaunt_bal(experimental usage of taunt status effect admin only)
Medical & first aid (4)
- Bandages_bal
- EitrPills_bal
- FirstAidKit_bal
- MedPack_bal
Metals, ores, alloys & scraps (43)
- Amethysteel_bal
- AmethysteelScrap_bal
- BellMetal_bal
- BlackMetalOre_bal
- BoraxCrystal_bal
- BrassScrap_bal
- Cobalt_bal
- CobaltOre_bal
- CobaltScrap_bal
- Cupronickel_bal
- CupronickelPlate_bal
- DarkIron_bal
- DarkSteel_bal
- DarksteelScrap_bal
- Electrum_bal
- ElectrumScrap_bal
- Ferroboron_bal
- FerroboronScrap_bal
- FlametalScrap_bal
- Frosteel_bal
- FrosteelScrap_bal
- GoldBar_bal
- GoldOre_bal
- GoldScrap_bal
- IfrytiumScrap_bal
- Lead_bal
- LeadOre_bal
- MoltenSteel_bal
- MoltenSteelScrap_bal
- Nickel_bal
- NickelOre_bal
- NickelScrap_bal
- RustedScrap_bal
- SilverScrap_bal
- TernarySilver_bal
- TinScrap_bal
- Vanadium_bal
- VanadiumOre_bal
- WhiteMetal_bal
- WhiteMetalScrap_bal
- Zinc_bal
- ZincOre_bal
- ZincScrap_bal
Seeds, herbs, fungi & plant resources (48)
- AcaiSeeds_bal
- AppleSeeds_bal
- AshtreeSeeds_bal
- BasicSeed_bal
- BirdFeed_bal
- Blackberries_bal
- Bloodfruit_bal
- Cabbage_bal
- CabbageLeaf_bal
- CabbageSeeds_bal
- CypressSeeds_bal
- Darkbul_bal
- Garlic_bal
- GarlicSeeds_bal
- GrayMushroom_bal
- HangingMossSeeds_bal
- Iceberry_bal
- Ignicap_bal
- Lavender_bal
- Lingonberry_bal
- MapleSeeds_bal
- Mint_bal
- Moss_bal
- Mugwort_bal
- MushroomIcecap_bal
- MushroomInkcap_bal
- Mycelium_bal
- Nettle_bal
- Plantain_bal
- PoplarSeeds_bal
- RedKelp_bal
- RedwoodSeeds_bal
- RottenVegetable_bal
- Sage_bal
- Seaberries_bal
- Snowleaf_bal
- Straw_bal
- StrawSeeds_bal
- SwampTreeSeeds_bal
- TeaMint_bal
- WaterLily_bal
- WaterLilySeeds_bal
- WillowBark_bal
- WillowSeeds_bal
- Yarrow_bal
- YewBark_bal
- YewSeeds_bal
- YggTreeSeed_bal
Food, meals & beverages (87)
- Apple_bal
- ApplePie_bal
- ApplePieUncooked_bal
- AppleVinegar_bal
- AshlandCurry_bal
- BatWingCooked_bal
- BlackBerryJuice_bal
- BlackBerryJuiceBase_bal
- BloodfruitSoup_bal
- BloodyBearJerky_bal
- BloodyCreamPie_bal
- BlueberryPie_bal
- BlueberryPieUncooked_bal
- Breakfast_bal
- Bulion_bal
- Burger_bal
- CabbageSoup_bal
- CabbageWrapDrake_bal
- CarrotCrowSalad_bal
- CarrotFries_bal
- Cheese_bal
- ChickenMarsala_bal
- ChickenNuggets_bal
- ClamMeat_bal
- CookedCrowMeat_bal
- CookedDragonRibs_bal
- CookedMeatScrap_bal
- Cotlet_bal
- CrabLegs_bal
- CrabLegsCooked_bal
- CrustedMeat_bal
- DragonfireBarbecue_bal
- DrakeMeat_bal
- DrakeMeatCooked_bal
- FenringMeat_bal
- FenringMeatCooked_bal
- FishSkewer_bal
- FishWrapsUncooked_bal
- FruitPunch_bal
- FruitPunchBase_bal
- FruitSalad_bal
- GoatMeat_bal
- GoatMeatCooked_bal
- GoatStew_bal
- GrilledCheese_bal
- GrilledShrooms_bal
- HabrokLiver_bal
- HappyMeal_bal
- HoneyGlazedApple_bal
- IceBerryPancake_bal
- KingsJam_bal
- Liverwurst_bal
- MagmaCoctail_bal
- MagmaCoctailBase_bal
- MagnaTarta_bal
- MeadBaseWhiteCheese_bal
- MeatBalls_bal
- MeatRoll_bal
- MeatScrap_bal
- Milk_bal
- MincedFenringStew_bal
- NumbMeal_bal
- PoisonApple_bal
- RawCrowMeat_bal
- RawDragonRibs_bal
- RawSteak_bal
- RedStew_bal
- RoastedFish_bal
- RostedTrollBits_bal
- SeaFoodPlatter_bal
- SharkMeat_bal
- SharkMeatCooked_bal
- ShrededMeat_bal
- SpicyBurger_bal
- SpiecedDrakeChop_bal
- SteakCooked_bal
- Surstromming_bal
- SurstrommingBase_bal
- SwampSkause_bal
- TrollMeat_bal
- TrollMeatCooked_bal
- VegetablePuree_bal
- VegetableSoup_bal
- VineBerryJuice_bal
- VineBerryJuiceBase_bal
- WhiteCheese_bal
- WinterStew_bal
Wood, stone, clay, textiles & building materials (24)
- BlueBasalt_bal
- BrassChain_bal
- CarvedWood_bal
- CeramicMold_bal
- Clay_bal
- ClayBrick_bal
- ClayBrickMold_bal
- ClayPot_bal
- CoalPowder_bal
- CrystalWood_bal
- DarksteelNails_bal
- EmberWood_bal
- EnrichedSoil_bal
- Gabro_bal
- HardWood_bal
- JuteThread_bal
- LimeStone_bal
- RawSilk_bal
- RawSilkScrap_bal
- SilkReinforcedThread_bal
- StrawThread_bal
- WoodBucket_bal
- WoodBucketWater_bal
- WoodNails_bal
Creature & monster materials (21)
- BatWing_bal
- BlackSkin_bal
- BlackTissue_bal
- BoarHide_bal
- CarvedCarcass_bal
- CrowEgg_bal
- DrakeSkin_bal
- FoxFur_bal
- HabrokHide_bal
- InfusedCarapace_bal
- JotunFinger_bal
- Larva_bal
- LeechEgg_bal
- MincedMeat_bal
- NeckSkin_bal
- NorthernFur_bal
- SeaPearl_bal
- SerpentEgg_bal
- Silkworms_bal
- SmallBloodSack_bal
- StormScale_bal
Magic, boss & special materials (35)
- AcidSludge_bal
- Amethyst_bal
- AncientRelic_bal
- Bloodshard_bal
- CarvedDeerSkull_bal
- CorruptedEitr_bal
- CultInsignia_bal
- CursedBone_bal
- DeadEgo_bal
- Diamond_bal
- DragonSoul_bal
- Emerald_bal
- EnrichedEitr_bal
- FenringInsygnia_bal
- FireGland_bal
- ForsakenHeart_bal
- GemChunks_bal
- IceShard_bal
- MagmaStone_bal
- MythicEye_bal
- Onyx_bal
- Opal_bal
- PowderedSpiritShard_bal
- Sapphire_bal
- SeekerBrain_bal
- SoulCore_bal
- SpiritShard_bal
- SurtlingCoreCasing_bal
- SurtrAmulet_bal
- ThornHeart_bal
- ThunderGland_bal
- TormentedSoul_bal
- VikingTalisman_bal
- WatcherHeart_bal
- WispCore_bal
Utility & crafting components (20)
- BloodyVial_bal
- ChumBucket_bal
- DyeKit_bal
- KingMug_bal
- MagmaBrokenSword_bal
- MeadBase_bal
- Oil_bal
- OilBase_bal
- PaintBucket_bal
- Peningar_bal
- PowderedPepper_bal
- PowderedSalt_bal
- RefinedOil_bal
- RustyBrokenSword_bal
- SawBlade_bal
- SilverPouch_bal
- SpiceSet_bal
- TarBase_bal
- WaterJug_bal
- WaterJugEmpty_bal
Vegetation & world prefabs β VegetationList.vegetation
Total active vegetation/world prefabs: 254
Trees, stumps, logs & roots (47)
- Acai_Dead_bal
- Acai_Dead_Stub_bal
- AcaiTree_New_bal
- AcaiTree_Stub_bal
- BigShootStump_bal
- BirchAutStub_bal
- Cypress_bal
- Cypress_Stub_bal
- DeadBranch2_bal
- DeadTree1_bal
- DeadTree2_bal
- DeadTreeStump1_bal
- ElderMushroom_Stub_bal
- ElderTree_bal
- ElderTreeStump_bal
- FallenTreeDeepNorth_bal
- FirTree_oldLog_snow_bal
- FirTree_small_snow_bal
- FirTreeSnow_bal
- HugeRoot1_bal
- IcedTree_bal
- IcedTree_Stub_bal
- LinedSwampTreeLarge2_bal
- LinedSwampTreeLarge_bal
- Maple_bal
- Maple_Stub_bal
- Oak2_bal
- Oak2_Stub_bal
- Oak3_bal
- Oak_Swamp_bal
- TwistedTree_small_bal
- WetTree1_bal
- WetTree2_bal
- WetTree3_bal
- WetTree_Stub_bal
- Willow_bal
- Willow_Stub_bal
- WillowPurple_bal
- YewTree_bal
- YewTree_Stub_bal
- YewTreePurple_bal
- YggaBigShoot_bal
- YggaShoot1Dry_bal
- YggaShoot2Dry_bal
- YggaShoot3Dry_bal
- YggaShoot_small1Dry_bal
- YggShootStumpDry_bal
Bushes, shrubs, ferns & fungi (26)
- AshlandsDryBush_bal
- BlackberryBush2_bal
- BlackberryBush_bal
- BlueberryBush_bal
- BushBlue_bal
- BushDark_bal
- BushGreen_bal
- DeadBush_bal
- DryBush1_bal
- DryBush2_bal
- ElderMushroom_bal
- ElderMushroomGreen_bal
- ElderMushroomPurple_bal
- ElderMushroomYellow_bal
- IceberryBush_bal
- Lingonberry_shrub_bal
- ormbunke_blue_bal
- ormbunke_green_bal
- ormbunke_purple_bal
- ormbunke_red_bal
- ormbunke_yellow_bal
- RaspberryBush_bal
- shrub_bal
- shrubOrange_bal
- shrubPurple_bal
- shrubSnow_bal
Pickables & harvestables (46)
- Pickable_AppleTree_bal
- Pickable_Bloodvine_bal
- Pickable_Cabbage_bal
- Pickable_Clay_bal
- Pickable_DandelionFarm_bal
- Pickable_Driftwood_bal
- Pickable_FloatingBottle_bal
- Pickable_FloatingPouch_bal
- Pickable_Garlic_bal
- Pickable_GuckSack_bal
- Pickable_Ignicap_bal
- Pickable_Kelp_bal
- Pickable_Lavender_bal
- Pickable_MagmaStone_bal
- Pickable_MeadowsMeatPile01_bal
- Pickable_MeadowsMeatPile02_bal
- Pickable_MeteoriteNew_bal
- Pickable_Mint_bal
- Pickable_MountainCaveCrystal_bal
- Pickable_Mugwort_bal
- Pickable_Mushroom_blueFarm_bal
- Pickable_Mushroom_blueNew_bal
- Pickable_Mushroom_Darkbul_bal
- Pickable_Mushroom_grayFarm_bal
- Pickable_Mushroom_grayNew_bal
- Pickable_Mushroom_Icecap_bal
- Pickable_Mushroom_Inkcap_bal
- Pickable_Mushroom_Random_bal
- Pickable_Mushroom_yellowFarm_bal
- Pickable_MushroomFarm_bal
- Pickable_Mycelium_bal
- Pickable_Nettle_bal
- Pickable_Plantain_bal
- Pickable_RottenVegetable_bal
- Pickable_Sage_bal
- Pickable_Seaberry_bal
- Pickable_SeedCabbage_bal
- Pickable_SeedGarlic_bal
- Pickable_Snowleaf_bal
- Pickable_Straw_bal
- Pickable_Straw_DeepNorth_bal
- Pickable_StrawPlant_bal
- Pickable_ThistleFarm_bal
- Pickable_TinNew_bal
- Pickable_waterlily_bal
- Pickable_Yarrow_bal
Ore/resource deposits (30)
- bloodshard_deposit_bal
- ChitinDeposit_bal
- ClayDeposit_bal
- coal_rock1_bal
- coal_rock1_frac_bal
- coal_rock_nomoss_bal
- coal_rock_nomoss_frac_bal
- deposit_jotunfinger_bal
- gold_Rock_bal
- gold_Rock_frac_bal
- MineRock_Blackmetal_bal
- MineRock_Borax_bal
- MineRock_Coal_bal
- MineRock_CoalSnow_bal
- MineRock_Cobalt_bal
- MineRock_Copper_bal
- MineRock_DarkIron_bal
- MineRock_Guck_bal
- MineRock_IronNew_bal
- MineRock_IronSnow_bal
- MineRock_Lead_bal
- MineRock_MeteoriteNew_bal
- MineRock_Nickel_bal
- MineRock_Zinc_bal
- rock_nickel_bal
- rock_nickel_frac_bal
- rock_nickel_nomoss_bal
- rock_nickel_nomoss_frac_bal
- rock_silver_small_bal
- rock_silver_small_frac_bal
Rocks, cliffs, ice & geological formations (66)
- AshRock1_bal
- AshRock1_frac_bal
- AshRockPillar_bal
- AshRockPillar_frac_bal
- basaltCliff_bal
- basaltCliff_frac_bal
- caverock_magma_stalagmite_broken_bal
- caverockIce_bal
- cliff_deepnorth2_bal
- cliff_deepnorth2_frac_bal
- cliff_deepnorth_Arch_bal
- cliff_deepnorth_Arch_frac_bal
- cliff_deepnorth_bal
- cliff_deepnorth_frac_bal
- cliff_deepnorth_rock_bal
- cliff_deepnorth_rock_frac_bal
- cliff_mistlands_Arch_bal
- cliff_mistlands_Arch_frac_bal
- cliff_mistlands_rock_bal
- cliff_mistlands_rock_frac_bal
- cliff_rock_bal
- cliff_rock_frac_bal
- cliff_stone_bal
- cliff_stone_frac_bal
- flowstone_bal
- flowstone_ice_bal
- iceblock_rock_bal
- iceblock_rock_frac_bal
- IceCliff1_bal
- IceCliff1_frac_bal
- IceCliff2_bal
- IceCliff2_frac_bal
- IceCliff3_bal
- IceCliff3_frac_bal
- iceLump_bal
- iceLump_frac_bal
- icePlate_bal
- rock2_ice_bal
- rock2_ice_frac_bal
- rock3_ice_bal
- rock3_ice_frac_bal
- rock_ashlands_bal
- rock_ashlands_frac_bal
- RockDolmenAshlands_1_bal
- RockDolmenAshlands_2_bal
- RockDolmenAshlands_3_bal
- RockDolmenIce1_bal
- RockDolmenIce2_bal
- RockDolmenIce3_bal
- RockDolmenIce4_bal
- RockDolmenLava1_bal
- RockDolmenLava2_bal
- RockDolmenLava3_bal
- RockDolmenLava4_bal
- RockDolmenSnow2_bal
- RockDolmenSnow3_bal
- RockDolmenSnow4_bal
- RockDolmenSnow_bal
- RockPillar_bal
- RockPillar_frac_bal
- SnowyRockPillar_bal
- SnowyRockPillar_frac_bal
- stalagmite_ash_bal
- stalagmite_ice_bal
- widestone_bal
- widestone_frac_bal
Creature remains & skeletal props (17)
- AncientSkullRock_bal
- DragonRibcage_bal
- DragonSkull2_bal
- DragonSkull_bal
- giant_helmet1Early_bal
- giant_helmet1Early_frac_bal
- loxSkeleton2_bal
- loxSkeleton_bal
- MammothRibcage_bal
- MammothSkull_bal
- MammothSpine_bal
- Skull1_big_bal
- SmallSkull_bal
- WhaleRibs_bal
- WhaleSkeleton_bal
- WhaleSkull_bal
- WhaleSpine_bal
Spawners, hazards, traps & altars (9)
- DeathsquitoHive_bal
- DrakeSpawner_bal
- fuling_trap_wild_bal
- PoisonGeyser_bal
- PoisonGeyserSpawner_bal
- RockGolemSpawn_bal
- SeekerBroodSpawner_bal
- SurtlingSpawner_bal
- Waystone_bal
Ocean/surface POI & debris (7)
- clamChest_bal
- clamChestSmall_bal
- FloatingDebris_bal
- LeviathanBone_bal
- LeviathanScrap_bal
- LeviathanSmall_bal
- LeviathanWreck_bal
Webs, eggs & nest objects (4)
- SeekerEgg_bal
- web_horizontal_bal
- web_tunnel_bal
- web_vertical_bal
Build-piece prefabs β BuildPieceList.buildPieces
Total active build-piece prefabs: 126
Resource piles, stacks & markers (43)
- bcopper_ore_pile_bal
- bellmetal_stack_bal
- biron_ore_pile_bal
- blueBasalt_pile_bal
- bmetal_ore_pile_bal
- bmetal_stack_bal
- bronze_stack_bal
- charredbone_stack_bal
- clay_pile_bal
- clay_stack_bal
- cobalt_stack_bal
- copper_stack_bal
- cupronickel_stack_bal
- darkiron_ore_pile_bal
- darksteel_stack_bal
- ferroboron_stack_bal
- flametal_ore_pile_bal
- flametal_stack_bal
- frosteel_stack_bal
- gabro_pile_bal
- goldbar_stack_bal
- guck_pile_bal
- ifrytium_ore_pile_bal
- ifrytium_stack_bal
- iron_stack_bal
- lead_ore_pile_bal
- lead_stack_bal
- moltensteel_stack_bal
- nickel_stack_bal
- ooze_pile_bal
- silver_ore_pile_bal
- silver_stack_bal
- skull_pile_bal
- tin_stack_bal
- treasure_pile_peningar_bal
- treasure_stack_peningar_bal
- waymarker1_bal
- waymarker2_bal
- whitemetal_stack_bal
- wood_ember_stack_bal
- wood_hard_stack_bal
- zinc_ore_pile_bal
- zinc_stack_bal
Crafting/production stations (15)
- composter_bal
- oilpress_bal
- piece_birdhouse_bal
- piece_fletcher_bal
- piece_grill_bal
- piece_heavy_workbench_bal
- piece_leatherRack_bal
- piece_metalworks_bal
- piece_runeforge_bal
- piece_sawmill_bal
- piece_scrapsmelter_bal
- piece_shamantable_bal
- piece_silknest_bal
- piece_waterwell_bal
- StoneboundKiln_bal
Station extensions (29)
- artisan_ext2_bal
- artisan_ext3_bal
- fletcher_ext1_bal
- fletcher_ext2_bal
- fletcher_ext3_bal
- fletcher_ext4_bal
- grill_ext1_bal
- grill_ext2_bal
- grill_ext3_bal
- heavyworkbench_ext1_bal
- heavyworkbench_ext2_bal
- heavyworkbench_ext3_bal
- heavyworkbench_ext4_bal
- ironworks_ext1_bal
- ironworks_ext2_bal
- ironworks_ext3_bal
- ironworks_ext4_bal
- magetable_ext4_bal
- magetable_ext5_bal
- runeforge_ext1_bal
- runeforge_ext2_bal
- runeforge_ext3_bal
- runeforge_ext4_bal
- scrapsmelter_ext1_bal
- shamantable_ext1_bal
- shamantable_ext2_bal
- shamantable_ext3_bal
- shamantable_ext4_bal
- workbench_ext5_bal
Raw wood & straw building set (21)
- raw_wood_beam_26_bal
- raw_wood_beam_45_bal
- raw_wood_beam_bal
- raw_wood_door_bal
- raw_wood_fence_bal
- raw_wood_floor_bal
- raw_wood_pole_bal
- raw_wood_roof_45d_bal
- raw_wood_roof_45d_corner_bal
- raw_wood_roof_45d_icorner_bal
- raw_wood_roof_45d_top_bal
- raw_wood_roof_45d_top_cap2_bal
- raw_wood_roof_45d_top_cap_bal
- raw_wood_roof_top_bal
- raw_wood_stair_bal
- raw_wood_wallroof_45_bal
- raw_woodwall_1m_bal
- raw_woodwall_2m_bal
- rawood_bed_bal
- straw_floor_2x2_bal
- wood_roof_flat_bal
Raw stone & special floors (9)
- magmastone_floor_2x2
- rawstone_beam_bal
- rawstone_big_beam_bal
- rawstone_big_pole_bal
- rawstone_cube_bal
- rawstone_floor_2x2_bal
- rawstone_pole_bal
- rawstone_Wall_2x2_bal
- rawstone_Wall_2x4_bal
Furniture, storage & utility pieces (7)
- cupronickel_lantern_standing_bal
- piece_chest_raw_wood_bal
- piece_singleIronRack_bal
- piece_swamphut_bal
- piece_torch_wall_bal
- rug_moss_bal
- rug_straw_bal
Portals (2)
- portal_NatureSmall_bal
- portal_StoneSmall_bal
Cultivator plant prefabs β ModResourceLoader.loadPlants
These 33 prefabs are loaded from Assets/Custom/BalrondNature/Plants/ and added to the Cultivator piece table.
Active cultivator plants (33)
- sapling_AcaiTree_bal
- sapling_AppleTree_bal
- sapling_Ashtree2_bal
- sapling_BirchAtumn_bal
- sapling_bush2_bal
- sapling_bush_bal
- sapling_bush_blackberry_bal
- sapling_bush_blueberry_bal
- sapling_bush_lingonberry_bal
- sapling_bush_raspberry_bal
- sapling_bushPlains2_bal
- sapling_bushPlains_bal
- sapling_Cabbage_bal
- sapling_CabbageSeed_bal
- sapling_Dandelion_bal
- sapling_garlic_bal
- sapling_Maple_bal
- sapling_MushroomBlue_bal
- sapling_MushroomGray_bal
- sapling_MushroomRandom_bal
- sapling_MushroomRed_bal
- sapling_MushroomYellow_bal
- sapling_mycelium_bal
- sapling_seedgarlic_bal
- sapling_Straw_bal
- sapling_Swamp_bal
- sapling_TentaRoot_bal
- sapling_Thistle_bal
- sapling_waterlily_bal
- sapling_wettree_bal
- sapling_Willow_bal
- sapling_Yew_bal
- sapling_Ygg_bal
Clutter prefabs β ClutterList.clutter
Total active clutter prefabs: 24
Grass & ground cover (6)
- instanced_brown_grass_short_bal
- instanced_clover_bal
- instanced_dead_straw_short_bal
- instanced_heathgrass_red_bal
- instanced_mistlands_grass_short_white_bal
- instanced_mushroom_brown_bal
Flowers & flowering ground cover (7)
- instanced_dandelionflower_blue_bal
- instanced_heathflowers_blue_bal
- instanced_heathflowers_pink_bal
- instanced_heathflowers_purple_bal
- instanced_heathflowers_yellow_bal
- instanced_springflowers_purplewhite_bal
- instanced_springflowers_yellow_bal
Shrubs & bushes (5)
- instanced_bushleafsfruit_bal
- instanced_shrub_blue_bal
- instanced_shrub_brown_bal
- instanced_shrub_white_bal
- mistlandsBush6
Aquatic/shore clutter (5)
- seaBush10
- seaBush11
- seaBush6
- seaBush8
- seaBush9
Ferns & other clutter (1)
- ormbunke_bal
Other / VFX prefabs β VfxList.vfx
These 56 names are loaded from the bundle Other/ path into vfxPrefabs. The list contains both effect-style objects and physical helper/log/debris prefabs.
Logs, broken vegetation & debris prefabs (26)
- Acai_log_bal
- Acai_log_half_bal
- bigyggashoot_log_bal
- bigyggashoot_log_half_bal
- bigyggashoot_log_quarter_bal
- Cypress_log_bal
- DeadTreeLog1_bal
- DeadTreeLogHalf1_bal
- ElderMushroomCap_bal
- ElderMushroomCapGreen_bal
- ElderMushroomCapPurple_bal
- ElderMushroomCapYellow_bal
- ElderMushroomLog_bal
- ElderTreeLog_bal
- ElderTreeLogHalf_bal
- IcedTree_log_bal
- Maple_log_bal
- Oak2_log_bal
- Oak2_log_half_bal
- Poplar_log_bal
- Wet_log_bal
- Wet_log_half_bal
- Willow_log_bal
- YewTreeLog_bal
- yggashoot_log_halfDry_bal
- yggashoot_logDry_bal
Destruction/hit VFX (10)
- stalagmite_ash_destruction_bal
- vfx_basalt_destroyed_bal
- vfx_basalt_hit_bal
- vfx_coin_silver_pile_destroyed_bal
- vfx_coin_silver_stack_destroyed_bal
- vfx_dragonhead_destruction
- vfx_mammothhead_destruction
- vfx_MeteoriteDestroyed_bal
- vfx_MeteoriteDestroyed_large_bal
- vfx_wood_ember_stack_destroyed_bal
Projectiles & combat effects (6)
- bow_projectile_blizzard_bal
- bow_projectile_chitin_bal
- bow_projectile_flametal_bal
- vfx_taunted_bal
- waterbucket_projectile_bal
- waterSplashAoe_bal
Status/condition VFX (12)
- vfx_Bleeding_bal
- vfx_Chilled_bal
- vfx_Enfeebled_bal
- vfx_Firstaidkit_bal
- vfx_Fractured_bal
- vfx_FreezingWater_bal
- vfx_Lacerated_bal
- vfx_Punctured_bal
- vfx_Scorched_bal
- vfx_Sick_bal
- vfx_Soulsapped_bal
- vfx_Staticcharge_bal
Environmental/other effects (2)
- radiation1_bal
- radiation2_bal
ModResourceLoader β non-GameObject bundle assets
These names are useful for developers and asset inspection, but they are not normal spawnable prefab IDs.
StatusEffect assets loaded from `Status/` (26)
Loaded as SE_Stats assets.
- BeltAssasin
- BeltForester
- BeltSailor
- BeltVidar
- BetlMountain
- BuffBear_bal
- BuffBoar_bal
- BuffCrow_bal
- BuffDeer_bal
- BuffDrake_bal
- BuffFox_bal
- BuffLeech_bal
- BuffLox_bal
- BuffSerpent_bal
- BuffWolf_bal
- MythicHammer
- SE_ColdDay_bal
- SE_Fed_bal
- SE_FoodPoison_bal
- SE_Hungry_bal
- SE_JustFed_bal
- SE_NoSleep_bal
- SE_Shivering_bal
- SE_Soaked_bal
- SE_WellFed_bal
- SE_WellSlept_bal
Runtime-created status
EmptyJugDrop
Localization name used by that runtime status:
$tag_emptyJugSpawnStatus
AssetBundle resource
balrondnature
Base bundle path used by the loader:
Advanced-user notes
Use the names exactly as written, including capitalization such as SwordFakeSilver_Bal, StoneboundKiln_bal, rawstone_Wall_2x2_bal and entries without _bal such as magmastone_floor_2x2.
A name appearing here confirms that it is referenced by the supplied loader/list source; it does not guarantee that manually spawning it is safe or that it has standalone gameplay behavior. Some objects expect components, placement logic, parent systems or runtime setup.
VfxList.vfx is technically loaded into vfxPrefabs, but several entries are physical logs/debris/helper prefabs rather than conventional visual effects.
DungeonNameGenList is intentionally separated because its $tag_... values are localization keys, not prefabs.
The 849 GameObject names above are a source snapshot. When Amazing Nature changes, regenerate this section from the matching release source rather than assuming old prefab lists remain complete.