RustyMods-Almanac icon

Almanac

Achievements, Bounties, Treasure Hunt, Player Metrics, Leaderboard, Indexing, Marketplace, Lottery

Last updated an hour ago
Total downloads 154359
Total rating 43 
Categories Misc Tools Server-side Client-side Utility Ashlands Update Bog Witch Update
Dependency string RustyMods-Almanac-3.5.19
Dependants 398 other packages depend on this package

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2105 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured and includes unstripped Unity DLLs.

Preferred version: 5.4.2105
ValheimModding-YamlDotNet-16.3.1 icon
ValheimModding-YamlDotNet

Shared version 16.3.0 of YamlDotNet from Antoine Aubry and contributors, net47 package for use in Valheim mods. Maintained by the ValheimModding team.

Preferred version: 16.3.1

README

Almanac

Welcome to Rusty's Almanac, your gateway to the enchanting world of Valheim!

Rusty's comprehensive plugin catalogs all the items, pieces, and creatures that is loaded into the game.

Explore the depths of Valheim with ease, armed with a wealth of information at your fingertips.

Moreover, Rusty's Almanac goes beyond mere documentation. With an integrated customizable achievement system and a leaderboard, users can shape their own unique experiences.

Achievements

Almanac lets you define custom achievements using .yml files in the Achievements folder. These achievements sync between server and client, and are dynamically reloaded when edited.

Below are the available Achievement Types you can use:

Arrows ArrowsShot Axes Bows
Consumables CreatureGroup CreatureTamed Deaths
DistanceInAir DistanceRan DistanceSailed DistanceWalked
EnemyKills Fish FoodEaten ItemsPicked
Kill Knives Maces Materials
MineHits Pickable PlayerKills PoleArms
Potions Recipes Shields Spears
Staves Swords TimeInBase TimeOutOfBase
TotalJumps TotalMined Trophies Valuables
Weapons

Achievement File Structure

Each achievement is defined as a YAML file with properties like:

  • UniqueID: A unique identifier string (e.g., Weapons.001).
  • Name: Display name for the achievement.
  • Lore: A short description or flavor text.
  • Icon: The icon name from the game's assets.
  • TokenReward: Reward tokens for completing the achievement.
  • Requirement: The type, threshold, and optional group or prefab name.

Examples

  • Defeating creatures from a biome: AchievementType.CreatureGroup with Group = Meadows.
  • Reaching a milestone (kills, distance, etc.): set Requirement.Type to the relevant stat.
  • Collecting all of an item type (fish, weapons, trophies, etc.): use collection-based types.

Tips

  • Files can be added, changed, or deleted while the server is running.
  • Server automatically syncs achievements to clients.
  • Thresholds can be left at 0 for auto-detection (e.g., total number of fish).
  • PrefabName is required for Kill and Pickable types.

Almanac Bounties

The Almanac Bounty system lets players purchase bounty contracts to hunt special creatures.

Bounties are defined in .yml files inside the Bounties folder. Admins can add, remove, or edit bounty entries at runtime — changes will sync to all clients.

Each bounty entry can define:

  • UniqueID: Unique identifier for the bounty (e.g., Troll.001).
  • Creature: The prefab name of the target creature (e.g., Troll, Serpent).
  • Name: (Optional) Custom name override; if empty, a generated name will be used.
  • Icon: Trophy sprite or icon for the bounty.
  • Biome: The biome where the bounty will spawn (Meadows, Swamp, AshLands, etc.).
  • Health: Override maximum health value of the bounty.
  • Level: Creature level (scales difficulty).
  • DamageMultiplier: Multiplier applied to the bounty’s attacks (e.g., 1.5).
  • AlmanacTokenReward: Tokens given upon completing the bounty.
  • Lore: A short description displayed in the Almanac panel.
  • Cost: Item or token requirements to purchase the bounty.

Notes

  • Costs can be AlmanacToken or regular items (e.g., Coins).
  • Bounties require players to kill the target directly — indirect deaths won’t count.
  • If the bounty despawns, escapes, or is killed by another player, the cost is returned.
  • Bounties are subject to a configurable cooldown (default in minutes).

Tips

  • You can reload or edit .yml bounty files while the server is running; changes sync automatically.
  • Each bounty spawns a pin on the map when accepted.
  • Default bounties include Boar, Neck, Troll, Serpent, Abomination, Wraith, Lox, Seeker Brute, Fallen Valkyrie.
  • Use Lore to tell a short story or flavor text for each hunt.

Example Entry

UniqueID: Troll.001
Creature: Troll
Name: Forest Stalker
Icon: TrophyFrostTroll
Biome: BlackForest
Health: 1200
Level: 3
DamageMultiplier: 1.5
AlmanacTokenReward: 5
Lore: "Lumbering through the Black Forest, the troll’s steps shake the earth as it smashes all in its path."
Cost:
  Coins: 10

Almanac Store

The Almanac Store allows players to purchase temporary buffs, resources, and items.

Store items are defined in .yml files inside the Store folder. Admins can add, remove, or modify store entries while the game is running.

Each store entry can define:

  • Name: The store item name.
  • Lore: A short description shown in the tooltip.
  • Icon: The sprite name to display.
  • Cost: Either AlmanacToken or other items as payment.
  • StatusEffect: Optional effect applied when purchased.
  • Items: Optional rewards given to the player (like resources or gear).
  • RequiredKey Optional key required to purchase item

Example

Name: Lolite
Cost:
  Items:
  - PrefabName: AlmanacToken
    Amount: 100
Icon: GemstoneBlue
Items:
- PrefabName: GemstoneBlue
  Amount: 1
  Quality: 1
  Variant: 0
Lore: Light is reflected sharply off this gem
RequiredKey: Charred_Melee_Dyrnwyn

Notes

  • AlmanacToken is the default store currency.
  • Costs can also be regular items (e.g. Wood, Coins).
  • Status effects must match valid IDs in the ObjectDB.
  • Item entries require a valid prefab name and amount.
  • RequiredKey should be PrefabID of creature, to check if player has killed at least one

Tips

  • Use Lore to explain what the store item does.
  • You can reload or edit .yml files during runtime; the store updates automatically.
  • The Almanac panel will refresh when the store tab is selected.

Custom Status Effects

You can create new status effects using Almanac Custom Status Effects Manager.

Below are the available modifier types:

Armor AttackStaminaModifier BlockStaminaModifier BluntDamage
BluntResistance CarryWeight ChopDamage ChopResistance
DamageModifier DamageReduction DodgeStaminaModifier Eitr
EitrRegenModifier FallDamageModifier FireDamage FireResistance
FrostDamage FrostResistance Health HealthRegenModifier
HomeItemStaminaModifier JumpStaminaModifier LifeSteal LightningDamage
LightningResistance MaxFallSpeed NoiseModifier PickaxeDamage
PickaxeResistance PierceDamage PierceResistance PoisonDamage
PoisonResistance RaiseSkills RunStaminaModifier SlashDamage
SlashResistance SneakStaminaModifier Speed SpiritDamage
SpiritResistance Stamina StaminaRegenModifier SwimStaminaModifier
WindMovementModifier WindRunStaminaModifier

Each modifier uses a float value to define the effect strength.

  • Some like CarryWeight are additive.
  • Most others are multipliers.

Tips

  • You can create, delete, or edit files while in-game to preview tooltips live.
  • Almanac also includes a built-in creation tool for admins.
  • Only the host can add status effects, everyone else gets the data from the host
  • If you are admin, you can use the creation tool to define your status effect file, then upload the file to your server.

Treasure Hunts

Almanac lets you define custom treasure hunts using .yml files in the TreasureHunt folder. These treasures sync between server and client, and are dynamically reloaded when edited.

Treasure hunts create interactive map pins that spawn loot containers when you reach their location. Players can purchase treasure hunts using tokens from the Almanac store system.

Core Properties

  • Name: Display name for the treasure hunt (e.g., "Meadow Stash").
  • Lore: Descriptive flavor text shown to players.
  • Icon: The icon name from game assets (defaults to "map" if not specified).
  • Biome: Target biome where the treasure will spawn (see list above).

Cost System

  • Cost: Dictionary of required tokens/items to purchase this treasure hunt.
    • Use AlmanacToken as the key for Almanac tokens.
    • Example: Cost: { "AlmanacToken": 10 } for 10 tokens.

Loot Configuration

  • Loot: List of items that can be found in the treasure container.
    • Item: Prefab name of the item (e.g., "Coins", "SilverOre").
    • Min: Minimum stack size.
    • Max: Maximum stack size.
    • Weight: Drop chance weight (higher = more likely).

Example Treasure File

Name: "Mountain Stash"
Lore: "Only those who brave the jagged cliffs will uncover what the mountains hide."
Icon: "map"
Biome: "Mountain"
Cost:
  almanac_token: 1
Loot:
  - Item: "SilverOre"
    Min: 10
    Max: 20
    Weight: 1.0
  - Item: "WolfClaw"
    Min: 1
    Max: 20
    Weight: 1.0
  - Item: "TrophyCultist"
    Min: 1
    Max: 1
    Weight: 1.0

Dialogue System

Almanac provides a comprehensive NPC dialogue system using .yml files in the Dialogues folder. These dialogues sync between server and client, and are dynamically reloaded when files are edited.

Below are the available Command Types you can use:

  • Exit: closes dialogue
  • Give: adds item into player inventory
  • Take: removes item from player inventory
  • Teleport: teleports player to position
  • FlyTo: Valkyrie flies player to position
  • MapPin: adds temporary pin on the map
  • StartBounty: starts a bounty
  • CancelBounty: cancels active bounty
  • CompleteBounty: rewards bounty
  • StartTreasure: starts a treasure hunt
  • CancelTreasure: cancels active treasure hunt
  • OpenAlmanac: opens almanac panel
  • OpenItems: opens almanac item tab
  • OpenPieces: opens almanac pieces tab
  • OpenCreatures: etc.
  • OpenAchievements
  • OpenStore
  • OpenLeaderboard
  • OpenBounties
  • OpenTreasures
  • OpenMetrics
  • OpenLottery

Dialogue File Structure

Each dialogue is defined as a YAML file with properties like:

  • UniqueID: A unique identifier string (e.g., npc.intro.001).
  • Label: Button text that appears for this dialogue option.
  • Text: Main dialogue text displayed when requirements are met.
  • AltText: Alternative text shown when requirements are not met.
  • Dialogues: List of dialogue IDs that become available as options.
  • Action: Command to execute with label and parameters.
  • Requirements: Conditions that must be met to interact with this dialogue.

Action Commands

Panel Commands: OpenAlmanac, OpenItems, OpenCreatures, etc. open specific UI panels.

Item Commands:

  • Give: Gives items to player. Parameters: ItemName, Amount, Quality?, Variant? ? = optional
  • Take: Takes items from player. Same parameter format.

Location Commands:

  • Teleport: Instantly transports player. Parameters: X, Y, Z
  • MapPin: Adds temporary map marker. Parameters: X, Y, Z, Label, Duration (seconds)

Activity Commands:

  • StartBounty: Begins bounty hunt. Parameters: BountyID
  • StartTreasure: Begins treasure hunt. Parameters: TreasureID
  • CancelBounty/CancelTreasure: Cancels active hunts. (Will not be displayed if no active hunts)

API Commands

  • GiveAlmanacXP: Gives almanac xp. Parameters amount - Recorded dialogue
  • GiveWackyXP: Gives EpicMMO xp. Parameters amount - Recorded dialogue

Requirements System

Control when dialogues are available using:

  • Keys: Player must have specific game keys (boss defeats, etc.)
  • NotKeys: Player must NOT have specific keys
  • Killed: Required creature kills. Format: CreatureName, Count; AnotherCreature, Count
  • NotKilled: Creatures player must NOT have killed
  • Achievements: Required achievement IDs (comma-separated)
  • NotAchievements: Achievements player must NOT have
  • Dialogues: Required Dialogue IDs (recorded by Give or Take Actions)
  • NotDialogues: Required NOT Dialogue IDs
  • Quests: Required accepted Quests. Format: Quest1,Quest2
  • NotQuests: Required Quest never taken
  • CompletedQuests: Required Quest fully completed
  • NotCompletedQuests: Required Quest NOT fully completed

Text Features

Alternative Text: Use AltText to show different messages when requirements aren't met.

Conditional Display: Dialogues automatically show different text based on:

  • Whether player has required items (for Take commands)
  • Whether player already received rewards (for Give commands)
  • Whether requirements are satisfied

Examples

Basic Conversation:

UniqueID: npc.greeting
Label: Hello there
Text: Welcome to our village, traveler!
Dialogues:
  - npc.ask_directions
  - npc.ask_trade
Action:
  Type: Exit
  Label: Farewell

Item Trading:

UniqueID: npc.trade_sword
Label: I need a weapon
Text: Here, take this iron sword for your journey.
AltText: I already gave you a sword, remember?
Action:
  Type: Give
  Label: Take Sword
  Parameters: SwordIron, 1, 2, 0
Requirements:
  Killed: Eikthyr, 1

Location Marking:

UniqueID: npc.mark_cave
Label: Where's the nearest cave?
Text: There's a cave system to the north. Let me mark it for you.
Action:
  Type: MapPin
  Label: Mark Cave
  Parameters: 100, 25, -150, Mysterious Cave, 180 // (3min)

Requirement-Based Dialogue:

UniqueID: npc.veteran_talk
Label: Tell me about the bosses
Text: You've proven yourself against the ancient evils!
Requirements:
  Killed: Eikthyr, 1; gd_king, 1
  Keys: defeated_bonemass

Organization Tips

  • Use descriptive UniqueIDs like merchant.weapons.intro
  • Organize files by NPC type or location
  • Create conversation trees using the Dialogues list
  • Use folders to separate different areas or storylines

Technical Notes

  • Files can be added, changed, or deleted while the server is running
  • Server automatically syncs dialogues to clients
  • Map pins disappear after set delay seconds
  • Give/Take commands automatically prevent duplicate transactions
  • Requirements are checked in real-time

NPC

NPC can be customized by being an admin in no cost mode

Random Talk

Additionally, you can set each NPC with random talk that triggers whenever a player gets close or leaves, or every minute.

The YML files are synced and can be reloaded during gameplay.

NPC Animations

Atgeir AtgeirSecondary AttachAsksvin AttachLox
AttachMast AttachShip AttachSitShip AttachThrone
Axe AxeSecondary Battleaxe BattleaxeSecondary
BlowKiss Blocking Bow BowAim
BowFire Challenge Cheer ComeHere
Cower Crouching Crossbow CrossbowFire
Cry Dance Despair Dodge
Drink DualAxes DualAxesSecondary DualKnives
DualKnivesSecondary Eat Encumbered EquipHead
EquipHip Equipping Flex FishingRod
FishingRodThrow Forge GPower Greatsword
GreatswordSecondary Hammer Headbang Hoe
InWater Interact Kick Knife
KnifeSecondary Kneel KnockDown Laugh
MaceSecondary Nonono Pickaxe PlaceFeast
Point Relax RechargeLightningStaff Rest
Roar Scything Shrug Sit
SitChair Sledge StaffChargeAttack StaffCharging
StaffFireball StaffLightning StaffRapidFire StaffShield
StaffSummon StaffTrollSummon Stagger Stir
Stop Sword SwordSecondary ThumbsUp
ThrowBomb ThrowSpear Toast UnequipHip
Unarmed Wave

Quest System

The Almanac Quest System allows players to take on custom quests that track progress across various activities in Valheim.
Quests are defined in .yml files inside the Quests folder, and sync between server and client. Changes are dynamically reloaded when files are added, edited, or removed.

Quest system is designed to work along with dialogue system, use the command: StartQuest, CancelQuest, CompleteQuest to interact with the quests.

Notes

  • Quests can only be started if player has never started said quest
  • Quests can only be cancelled if quest is active
  • Quests remain active after completion (that is to keep record of completion), meaning when using dialogue requirements: Quests or NotQuests it is checking if quest has ever been taken.
  • Quests can only be completed if progress has met threshold
  • All these behaviors are reflected in the dialogue system. If those conditions are not met, the interactable button, will not be displayed as an option.

Core Properties

Each quest file can define:

  • UniqueID: A unique identifier string (e.g., 001.Dandelion).
  • Name: Display name for the quest.
  • Type: The quest type (see list below).
  • PrefabName: Target prefab for the quest (e.g., Boar, Pickable_Dandelion, SurtlingCore).
  • PrefabNames (optional): A list of prefabs for collection or learning quests.
  • Threshold: Amount required to complete the quest.

Quest Types

Collect Farm Harvest Kill
LearnItems Mine

Example Quest

UniqueID: 001.BoarHunt
Name: Hunt Boars
Type: Kill
PrefabName: Boar
Threshold: 10

This quest requires players to hunt 10 Boars. Progress is tracked automatically when players kill the target prefab.

Notes

  • Quests can be started, canceled, or completed dynamically in-game.
  • Progress is saved to the player profile and restored on reconnect.
  • Quests are synchronized from server to client.
  • Multiple quests can be active at once.
  • UI will display quests-in-progress, can be hidden using configured hotkey
  • Quest history can be viewed in the metrics tab

Tips

  • Use Collect for item-based quests (e.g., SurtlingCore).
  • Use Harvest for pickable quests like dandelions or mushrooms (e.g., Pickable_Dandelion).
  • Use Farm for planted crops (e.g., sapling_seedcarrot).
  • Use LearnItems to create discovery quests where players must learn recipes from multiple items.
  • Thresholds define how much progress is needed (kills, items, harvests, etc.).