ForgePlanner
In-game crafting planner. Press F7, list what you want to make, and see the ore, wood, coal and smelting time it takes, which stations you need, and how each item compares with what you wear. Read from your running game. Works with PlanBuild.Changelog
Русская версия с подробностями — Versions.md в репозитории.
1.6.0
- Mark what is already made: the arrow next to a row opens it into one line per item, each with level buttons up to the planned one. Mark a sword someone already has at level 1, and the plan charges it only for the upgrade; mark the planned level, and it costs nothing. A closed row says how many are already made.
- The plan and the pinned list are kept between sessions, one file per world and character in BepInEx/config/forgeplanner/. Nothing is written to the world or to saves.
- The pinned panel shows the icons of what is pinned under its title.
- New option [Pin] HideGathered: drop gathered lines from the pinned panel instead of moving them to the bottom. Off by default.
- While the Esc menu is open, the pinned panel has − and + to resize it (saved as [Pin] Scale) and × to unpin.
- Fixed: logging out through the Esc menu could save the pinned panel's position as 0, 0, putting it over the minimap next time. A saved 0, 0 is reset to the default.
- Fixed: errors flooding the log after leaving a world and joining another.
1.5.0
- PlanBuild support: with PlanBuild installed, a + Totem button above the plan adds the nearest plan totem as one row. Its contents are what the plans around the totem still miss, minus what is already in the totem — the same list the totem shows on hover.
- The row stays in sync on its own: bring materials to the totem or let it build a plan, and the row shrinks. The pinned panel follows it too.
- Under the totem row, its planned pieces by kind: "Campfire ×2 — 10 Stone, 4 Wood". The row itself stays the sum.
- Walk away far enough for the totem to unload, and the row keeps the last numbers it read, saying so in its name and in the pinned panel's title.
- Totem materials join the combined total and break down to raw resources like everything else; the stations its plans need appear in the stations block.
- With several totems in the plan, a planned piece inside two totems' radius is counted once.
- Without PlanBuild nothing changes. If a PlanBuild update changes how its totem works, the feature switches itself off with a line in the log.
1.4.0
- The catalogue now shows only what your character has discovered, the same recipes the game's own crafting menu shows. Thanks to the first bug report on Hexium: on a fresh server it listed serpent, chitin and firework recipes.
- Three modes in Settings: Discovered (the new default), By bosses (the old
behaviour: a biome opens when the boss before it falls) and Everything.
The config key is now
[General] Spoilers; the oldHideUnreachedvalue is carried over and removed. - Fireworks are no longer counted as Meadows: Hildir sells them only after her third chest, so they belong to the Plains.
- The set count under Alt reads "Worn now: 2 of 4".
1.3.0
- Column labels above the plan: Item, Item level, Quantity.
- Level buttons, the quantity counter and the delete button are now separate blocks with space between them. Items without quality levels show a dash in place of the buttons, so the columns stay lined up from row to row.
- The delete button is muted and turns red under the cursor, so it no longer
looks like one more counter button next to
+. - The Info panel links to the mod's pages on Thunderstore and Hexium, next to the website and Nexus Mods.
- Hold Alt over the item card to read the set bonus and the item's effect in
full, in place of the recipe, with how many pieces of the set you wear. A
different bonus on what you wear is listed too. The key is
[Tooltip] DetailsKey. - The item card is opaque now; the window behind it no longer shows through.
- The equipped item in the card is named in the window's language, not the game's.
- Pieces the game has no name for (such as
[piece_darkwoodbeam67]) are left out of the catalogue instead of heading the All tab.
1.2.0
- Hover a row to see the item card. The stats of the item at the quality
you picked, next to what you are wearing in the same slot: green with a
+where it is better, red with a−where it is worse,=where they match. Rows line up across both cards, so an axe against a sword still shows a Chop row on both sides. - The numbers come from the game's own methods, so quality and world level are already in them. Weight, movement penalty and the cost of an attack count as better when lower; resistances are compared by step, from very weak to immune.
- Weapons and tools are compared with whatever is in your hands, shields with your left hand, armour, capes, belts, trinkets and ammo with their own slot. An empty slot says so instead of comparing against nothing.
- Below the stats: the recipe up to the chosen quality, with
have / needfrom your backpack. Things you cannot wear get the recipe alone. - New
[Tooltip]section:EnabledandCompare, both on. The same two switches are in the Settings window. - The GitHub button is gone from the Info panel; Website, Steam and Nexus Mods remain. Screenshots on this page now load from the Nexus gallery.
- Cooked food now always picks the simpler station when two can make it, so Meadows boar no longer risks asking for the iron cooking station.
1.1.0
- Pin your plan and it stays on screen. A new button above the plan takes a copy of it and shows a small panel over the game: what you still need, and how much. It counts down on its own as the ore lands in your backpack, so you can close the planner and go mining.
- The whole plan is pinned, not one row at a time. What is worth pinning is what you have already set up - the quantities and the quality levels - and the catalogue has neither yet. One button instead of two also means there is exactly one answer to "what is pinned right now".
- It is a copy, not a mirror. Plans get rewritten: price up some armour, wipe it, price up a house. A mirror would be wiped along with it, and pinning is what you do precisely so as not to lose the numbers.
- It counts your backpack only, not chests. The planner window counts nearby chests too, which is the right answer to "can I afford this at all". The panel hangs on screen while you are out in the field and answers a different question - "have I got it on me". Counting chests made it say "everything gathered" while the iron sat in ten boxes fifty metres away.
- It shows
1 / 10rather than9 more. You can see both how much is done and how much there is in total; a remainder alone does not say how far off you are. Finished lines dim and sink to the bottom instead of vanishing. - Drag the panel while the Esc menu is open. That is the one moment the cursor is free and the game is not listening for input, so dragging costs it nothing; the rest of the time the panel takes no clicks at all. The new position saves itself to the config, and the panel cannot be dragged off the edge of the screen, because there would be no way to get it back.
- Clicks pass straight through the panel. Nothing on it takes the cursor, so a pickaxe swing never gets swallowed by a hint.
- It recounts on a timer rather than every frame: counting chests walks the loaded scene. Once a second is invisible to the eye and free to the game; the interval is in the config.
- It hides itself while the planner, your inventory or the Esc menu is open, and while you are dead.
- New config section
[Pin]:Enabled,Corner,OffsetX,OffsetY,RefreshSeconds,MaxRows.OffsetXandOffsetYwrite themselves when you drag the panel, so editing them by hand is optional. The default clears the minimap. - Pinned materials are not kept between sessions and are dropped when you leave the world.
1.0.1
- The package icon is now the project logo - the same anvil used by the website, the Boosty page and the store listings. The mod used to draw its own anvil in code, which made it the one place where the mark differed. In a mod manager the package sits in a list of hundreds; someone arriving from the website should recognise it at a glance.
- No game art is involved, which was the point of drawing the old icon in code: the logo is the author's own and is shared between the two projects.
- The README said the planner has seven tabs and then listed eight. Corrected to eight: All, plus the seven categories.
A separate release rather than a fix to 1.0.0 because Thunderstore ties the icon to the version number and will not take the same one twice.
1.0.0
First public release. MAJOR because the config format changes, and that is deliberate timing.
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Config keys and comments are now in English. Both the keys and the explanation above each one used to be Russian, so a player who opened
dev.forgeplanner.forgeplan.cfgmet a wall of Cyrillic and could not even change the hotkey.Was Now [Общее] Открыть[General] Open[Общее] Русский язык[General] Russian[Общее] Скрывать недостигнутое[General] HideUnreached[Запасы] Считать сундуки[Stock] CountChests[Запасы] Радиус[Stock] Radius[Станок] Кнопка у станка[Station] Button[Станок] Угол[Station] Corner[Станок] Отступ по горизонтали[Station] OffsetX[Станок] Смещение вниз[Station] DropDown[Отладка] Самопроверка[Debug] SelfTestRenaming keys resets everyone's settings to defaults, which is normally reason enough to leave them alone. But right now nobody's settings exist — the mod has never been published. This is the last moment the fix is free.
Russian stays where it belongs: in the window's own labels, which have a language switch.
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The GitHub button in the Info panel opens the repository rather than the author's profile.
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The source is public: https://github.com/Biozip/ForgePlanner
0.23.0
- Materials you buy are labelled with the trader and the price. Some materials drop nowhere — you go to a trader with coins. "Thunder stone — 1" used to read like a task nobody explained; searching the world for it is pointless, it is not there. The line now says "Haldor · 50".
- Price lists are read from the running game, like everything else, so a mod that adds stock to a trader shows up on its own. A star after the price means the item is not on the counter from the start — traders widen their stock as you progress.
- Biomes of purchasable materials sorted out, together with the website: fifteen materials counted as Meadows purely because that was the default. The Frost Foundry is the visible one — it used to show as Swamp, while Frostcore comes from the Deep North.
0.22.0
- The shelf under the crafting panel no longer covers the game's Craft button. It used to tuck under the panel edge to hide the seam — but Craft reaches all the way down, so the shelf was not tucking under the panel, it was sitting on the button.
- The shelf is now the size of the button, with equal margins: a frame, not a stand.
- The config key
Отступ по вертикалиis renamed toСмещение внизand now means "how far below the panel edge to drop the shelf". Old config files still load; the orphaned line goes away on the next save.
0.21.0
- An arrow pointing at the station. "Black Forge, 119 m" answers half the question. The arrow sits next to the distance and turns relative to where you are looking. Beyond 150 m it is not shown: at that range the difference between "that way" and "that way but righter" is a minute of walking wrong.
- The station button dropped clear of the game's Craft button.
- The Nexus link in the Info panel works.
0.20.0
- The crafting station now sets an item's biome. An arbalest is made of swamp iron, but it is forged at the Black Forge, which needs black marble from the Mistlands. The list said Swamp — so a player on the Plains saw it as available and could not make it. 34 items moved.
- New "Stations" section under the totals. Which stations the plan needs, whether one is standing nearby, how far and at what level — and if it is too low, which level is required. If there is none, an "Add to plan" button builds it. Stations are searched with no radius limit, but the game only tracks loaded objects, so past the edge of the loaded world the honest answer is "cannot see".
- The station button moved to its own shelf below the panel.
- The Info panel now shows the game version, and its wording about game assets was rewritten — the old phrasing was genuinely unclear.
0.19.0 – 0.16.0
- An Info panel in the bottom-left corner: name, version, author, and clickable links to the site, GitHub, Nexus and the author's Steam profile. Before opening one, the mod asks and shows the actual address — leading a player out of the game silently is not on, and "go to the site" with no address is exactly what you should not trust. Addresses are compiled in, not configurable: a link that can be swapped through a config file will be.
- A "ForgePlanner" button on every crafting station's panel. A third tab next to Craft and Upgrade is not possible — the game places those tabs by numbers, not layout, and a third one lands differently for everyone because UI scale is adjustable. Its position lives in the config, not for tuning but for repair: the panel belongs to the game and a future patch may move it.
- The mod's first artwork of its own — three icons, embedded in the DLL rather than shipped as loose files, because mods are installed by unzipping and the second file eventually does not get copied. Still nothing from Valheim.
- Settings buttons are sized to their text, and the Info and Settings windows are considerably smaller.
0.17.0
- An empty catalogue explains itself. The counter shows "Found: N of M" and adds "the rest is hidden by filters" at zero. It used to open almost empty and silent, which reads as "the mod is broken".
- Filters no longer survive a change of world. A section and biome set by a previous character made the window open filtered by an invisible condition.
0.15.0
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Spoiler-free progression. A planner opened in your first hour used to retell the whole game: a thousand entries with flametal weapons at the top. Now a biome opens when the previous boss falls. Meadows, Black Forest and Ocean are always open — you get there on your own. A locked biome dims rather than disappears; a vanishing row of buttons reads as a fault.
The victory keys are not hardcoded. They are read from the boss prefabs themselves at world load. Only one thing is fixed: which victory opens which biome. That is knowledge about the game, not about its files.
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A Settings button between the language switch and Close: the progression toggle, a count of open biomes, and the chest option — which previously lived in the config file only.
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Double-click a catalogue row to add it. A single click deliberately does nothing: the row spans the whole list, and a stray click would add things unnoticed.
0.14.0 – 0.13.0
- Item names are translated properly now. Three separate causes, found one
at a time. The last one: there is no convention at all between a prefab's name
and its localisation token — "Seafarer's Bounty" is the prefab
feastoceans_materialand the token$item_feastoceans. The bridge is now extracted from the game bundle itself, 1514 entries. - Food no longer appears twice. Putting a cooked dish on a table is itself a building, and it sat next to the recipe with the same name but "By hand" as its station — as though food could be made without a cauldron.
- Cultivator plantings removed from the catalogue. A sapling costs one seed; that is planting, not crafting.
- Scrolling is three times faster, the title is centred, and the "Clear" button moved next to the plan it clears — in the window header it was being read as "close without saving".
0.12.0 – 0.10.0
- Input is blocked completely while the window is open — exactly as it is
when you press
Eat a workbench, because the mod now answerstrueto the game's ownInventoryGui.IsVisible(). Three earlier attempts were wrong in method: each silenced actions one at a time and each time something else turned up — emotes, crouch, guardian power, the belt, placing buildings. - One of those patches was actively harmful.
Player.UpdateEmotereads no input at all; it plays an animation from network state. Suppressing it froze emotes for every player nearby while our window was open. Removed. - The remaining pointwise patches now check the player is yours. They sit on
Playerinstance methods, and in a multiplayer world there are as many of those as there are people on the server. - Duplicates gone from the catalogue.
Piececomponents hang on plenty of things that are not player buildings — trader campfires, shrine bowls, dungeon rubble. The mod now takes the game's own answer: thePieceTableon the hammer, hoe and cultivator. - Search works in both languages even though the game only knows one.
0.9.0
- Biome filter, ten buttons with coloured dots, matching the website. There is no biome on an item anywhere in the game's data — it is editorial knowledge, so the table is generated from the site's data rather than retyped, and the two now colour biomes identically by construction.
- A language switch, English by default. The window's own labels used to be Russian for good; on an English game it came out bilingual.
- Station icons in the refining block, a search field you can clear, and labels on each block.
0.8.0
- Buildings in the catalogue. New "Постройки" section. They were missing
for a reason: the mod builds its catalogue from
ObjectDB, which holds items only — buildings live on scene prefabs asPiececomponents. Now read from there, with the hammer's own icon, station and material list. - Buildings have no quality levels and no upgrade surcharge;
Piece.Requirementcarries nothing but an item and a count.
0.7.0
- Iron is smelted from scrap, not ore. The game has two smelter rules for iron and whichever came first won — a lottery of prefab order. Iron ore only drops as a fishing bonus from giant herring, so planning iron through it is meaningless. The choice is now explicit, with the same table mirrored in the website's data pipeline.
0.6.1
- Scrollbar handles no longer paint sand-coloured rectangles across the window.
+,−,×and the quality digits are visible again on small buttons.- Wider catalogue column: item names are no longer cut short.
0.6.0
- The window is rebuilt to look like the game. Charcoal, semi-transparent, the game's own panel art — previously it rendered as a white torn sheet, because the sprite search picked the inventory panel's mask.
- Three columns: sections, catalogue, plan.
- Seven catalogue sections instead of one lump of "gear".
- Totals in two columns; scrollbars; mode toggles that stay inside the window.
- Crafting station names are localised. The catalogue used to show
piece_workbenchandblackforge.
0.5.0
- No swinging while the planner is open, but you can still walk. Attacks, building and the hotbar are blocked individually; the general input gate is only used while the cursor sits in the search box.
0.4.0 – 0.3.0
- The window moved from IMGUI to uGUI: the cursor is free without opening the Esc menu, item icons render properly, and the catalogue holds every recipe instead of the first hundred.
0.2.0
Four calculation bugs, all found by comparing the mod against the companion website. All four were shared with the site and fixed on both sides.
- Potential Forge idols counted as crafting ingredients. They are not: you carry them to a separate forge in the Mountains to gamble on quality beyond the normal cap. The workbench never asks for them.
- Bronze was taken from scrap instead of copper and tin. Scrap drops from ruins and cannot be farmed, so the answer was not merely different — it was useless.
- The five-ingot bronze recipe beat the one-ingot recipe. An order for 36 ingots became eight batches of five: 40 ingots and 80 copper instead of 72.
- Upgrade costs used the wrong curve. Valheim doubles the surcharge per level (1, 2, 4); the documentation dumps most tools read from make it linear (1, 2, 3).
0.1.0
Skeleton. Never released.
