CrudeChemistry
Public test release: four throwable alchemical bombs with custom flask models. Requires matching installations on every client and server. Crystal, frost, slowing splash and poison cloud effects.Crude Chemistry
REQUIRED ON EVERY CLIENT AND THE SERVER. Install matching versions and gameplay settings throughout your multiplayer session.
Swamp filth. Mountain crystals. Questionable chemistry. Turn familiar materials into four throwable concoctions, each with its own role: a physical burst, a frost blast, a slowing splash or a lingering poison cloud. Every recipe consumes one purchased Corked Vial and produces one bomb.
Current version: 0.1.4 — public test candidate. Includes custom low-poly flask models, revised inventory icons and the horizontal item-stand orientation correction. Combat balance, the newest artwork fixes and multiplayer behaviour need further play-testing.
Choose your concoction
| Bomb | Default effect | Ingredients, plus 1 Corked Vial |
|---|---|---|
| Crystal Shatter Bomb | A single 4 m burst: 45 pierce + 15 blunt damage, with knockback | 2 Crystal, 2 Stone, 1 Scrap iron |
| Frost Flask | A 4 m burst: 25 frost damage, with native frost slowing/resistance | 2 Freeze glands, 1 Crystal, 2 Resin |
| Leech Flask | A 4 m splash: 5 blunt damage and a 25% movement reduction for 4 seconds | 2 Bloodbags, 1 Ancient bark, 1 Ooze |
| Rot Bomb | A 3.5 m poison cloud lasting 6 seconds; 50 base poison damage under native poison rules | 2 Ooze, 2 Entrails, 2 Resin |
Discover the ingredients, then craft at the same station as the vanilla Ooze Bomb, at station level 1. Equip a bomb from the hotbar and use the normal attack control to throw it. A brief native-style notification identifies the bomb when equipped. Each bomb weighs 0.5; stacks default to 10.
Familiar throwing, distinct effects
The default throw uses the installed game's native Ooze Bomb animation and ballistics. Custom flask models and icons distinguish the four types, while existing crystal, frost and blob sounds/effects provide their impacts. Horizontal item stands display the flasks upright.
Stand clear: your own bombs can hurt you, even with PvP disabled. The Rot cloud remains hazardous while it lingers. Other friendly targets are filtered by the native AoE settings, but test your multiplayer and creature-mod setup rather than assuming every combination behaves identically.
Damage figures are base values before resistances and difficulty modifiers. Frost is not a guaranteed fixed-duration freeze. Leech slows refresh rather than stack. Rot uses native poison processing: 50 is not guaranteed damage every second, and repeated exposures are not independently additive.
Limits and performance
Explosions target creatures, with no configured terrain, mining, chopping or building/prop damage. Native radial AoE can reach through thin obstacles; this mod adds no separate line-of-sight simulation. Shatter is one radial hit, not a physics simulation of individual shards.
Burst effects are short-lived. Rot checks exposure once per second during its six-second lifetime. There are no persistent machines or background world scans. These choices limit ongoing processing; live performance has not been benchmarked.
Mods that replace item databases, grenades, projectiles or status effects may conflict. Multiplayer compatibility and unusual creature/boss interactions need further testing. This build reuses the game's effects; it does not add a new custom sound library.
Installation — client AND server required
Requires BepInExPack_Valheim: https://www.nexusmods.com/valheim/mods/3605 Built against Valheim 1.0.16 and BepInEx 5.4.23.5.
For multiplayer, install the same mod version on every player's client and on the dedicated server or host. Installing it only on the server, or only on one client, is insufficient. Single-player needs the local installation only. Installation/version agreement and config values are not automatically checked or synchronised: arrange matching gameplay settings yourself.
- Close Valheim. Stop a dedicated server before updating its plugin files.
- Install BepInExPack_Valheim, run once to initialise it, then close/stop it again.
- Extract this ZIP into the Valheim game/server folder, preserving the complete
BepInEx/plugins/CrudeChemistryfolder, including the DLL, PNG icons and asset bundle. A DLL-only installation omits the custom artwork. Keep only one copy of the plugin. - Start the game/server. On first launch the config is created at
BepInEx/config/au.tyvalheim.crudechemistry.cfg.
Exit the game or stop the server BEFORE editing its config, then restart it. Config-file edits are not applied live. Keep your existing config when updating; this ZIP does not overwrite it. Update every client and the server together before playing with these custom items.
Configuration and removal
Balance.DamageMultiplier: damage scale, default 1. It does not scale the Leech slow or cloud lifetime.Balance.MaximumStackSize: default 10, configurable 1–50. Keep the value identical across machines.Crafting.EnableRecipes: hides recipes when false while retaining existing item definitions.Throwing.UseNativeThrow: true by default. When true, custom Speed, Gravity and UpwardAngle settings are ignored. Set false only to opt into custom throwing, then restart.
Use a test world or backed-up saves for the first session. Before uninstalling, remove all four bomb types from characters, containers, drops, stands and tombstones. Without the mod, their custom item definitions are unavailable.
Development and artwork
Designed by Gomisan and coded with the assistance of ChatGPT 6.0. The cover and header are illustrative artwork, not screenshots. Full acknowledgements appear below.
Full credits
Mod design and development: Gomisan. This mod was coded with the assistance of ChatGPT 6.0.
BepInEx team and contributors — plugin framework: https://github.com/BepInEx/BepInEx Andreas Pardeike and Harmony contributors — runtime patching: https://github.com/pardeike/Harmony BepInEx HarmonyX contributors — patching libraries supplied by the installed loader: https://github.com/BepInEx/HarmonyX Iron Gate Studio — Valheim and its existing game assets, UI, effects, sounds and animations. Native assets are referenced from the installed game at runtime; no extracted game assets or game/framework DLLs are bundled.
Custom low-poly item models, textures and inventory renders were created for this project using Blender, with Valheim assets used as visual references. Unity was used to package the custom artwork. Promo title/header illustrations were generated using OpenAI image generation; they are illustrations, not gameplay screenshots.
No code from another grenade mod was copied. Jotunn's generated prefab/item documentation was consulted during development: https://valheim-modding.github.io/Jotunn/data/prefabs/prefab-list.html . Jotunn is not a dependency of this mod.
Media

AI-generated promotional illustration, not gameplay.

Gameplay screenshot from Nexus: crafting at the workbench.

Gameplay screenshot from Nexus: Frost Flask in action.
Thunderstore installation
Install BepInExPack Valheim and this package through your mod manager, or follow the manual instructions above. Install matching versions on every client and server. All six runtime files, including the DLL, icons and asset bundle, are byte-identical to Nexus 0.1.4. This remains the same public test release; no gameplay changes or version bump were made for repackaging. OpenAI Codex assisted with packaging and documentation; separate AI metadata preserves the original DLL.
Discord and feedback
Questions, feedback and bug reports are equally welcome on Nexus or Gomisan's Mods Discord. Use whichever is easier; no need to cross-post. New members should join using the invite first, then open the Crude Chemistry feedback post.
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