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RustyMods-Almanac-3.5.19 icon

Almanac

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

Date uploaded a week ago
Version 3.5.19
Download link RustyMods-Almanac-3.5.19.zip
Downloads 2222
Dependency string RustyMods-Almanac-3.5.19

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.).

CHANGELOG

3.5.19

  • Fixed NPC settings not being applied when leave / return to scene
  • Added dialogue command: FlyTo
  • Tweaked README.md
  • Added color box to NPC customization to preview skin/hair color input

3.5.18

  • Improved NPC animations
  • Quest System - to work in conjunction with Dialogue system
  • Quest UI
  • Reminder: All UI can be dragged around using L.Alt + drag

3.5.17

  • Fixed store item form text staying red even though required killed is correct
  • Added edit button to modify store item, custom effect, achievement, bounty and treasures
  • Updated readme to breakdown how to create custom status effects
  • Even more null checks for modded creatures

3.5.16

  • Added null check when indexing ZNetScene and ObjectDB prefabs
  • Fixed bounty return cost default item from $item_coins to Coins, if prefab is not valid
  • Fixed bounty override health not being applied
  • Config to modify grid element size (if you want to change row count)

3.5.15

  • YAML is now an external dependency: https://thunderstore.io/c/valheim/p/ValheimModding/YamlDotNet/
  • Fixed leaderboard get rank method dividing by zero when player has never died
  • Fixed store status effect purchase not resetting timer
  • New feature: Placeable NPC (alpha) [admin only]
  • All tabs are configurable, so you can use NPC to access almanac instead of normal button
  • Main button (that replaced trophy button) can be disabled
  • Releasing NPC (alpha) early due to some errors that needs to be addressed

3.5.14

  • Added Icons folder to register custom icons
  • Improved descriptions baits, dropped by, used by to use interactable icons
  • Added filters server sync
  • Fixed almanac data copying previous loaded character onto new one

3.5.13

  • Fixed treasure not consuming cost when purchased
  • Fixed bounties not consuming cost when purchased
  • Added config for treasures and bounties to return cost if canceled
  • Fixed being able to spawn items even when not admin and not no cost

3.5.12

  • Added option to use arrow key up and down
  • Fixed valuables showing all materials
  • Fixed swords showing all weapons
  • Added Bjorn and Unbjorn to default creature groups - delete old files if you want to use them
  • Added used in recipes to item description

3.5.11

  • Added tooltip for jewelcrafted items
  • Added trinkets achievement category
  • Fixed scroll sensitivity, configurable

3.5.1

  • Updated filters list, delete old file
  • Fixed conversion toggle targeting wrong config
  • Fixed arrow keys allowing to see unknown entries

3.5.0

  • Complete Overhaul ! Delete old files
  • Added Lottery and store
  • Added Almanac Tokens as reward to use in store
  • Added Marketplace to sell items
  • Added Create New option to create achievements, status effects, store items, bounties and treasure hunts while in game, admin only

3.4.2

  • Overhaul!

3.4.1

  • Fixed for recent update

3.4.0

  • Improved bounty system

3.3.9

  • Config to show lore regardless of completion of achievement, on by default

3.3.8

  • Fixed achievement not being able to see progress due to button not being interactable

3.3.7

  • Fixed missing outline gameobject on achievements

3.3.6

  • Fixed kills not being recorded when monster was not killed by zone owner
  • Added auto-graphics change if using MinimalUI

3.3.5

  • Added checks on files to avoid user errors
  • Send data to server the first time user checks their completed achievements

3.3.4

  • Fixed achievement effect resistances weakening player
  • Added more data to the metrics: resistances, total achievement effects

3.3.3

  • Added Health, Stamina, Eitr, LifeSteal, Armor as achievement effect bonuses

3.3.2

  • Added config to disable achievements, bounties or treasure hunts

3.3.1

  • Fixed trophies

3.3.0

  • Added cooldown to treasure and bounty hunts

3.2.9

  • Removed cost return for treasure hunts exploit

3.2.8

  • Removed player data directory

3.2.7

  • Ashland update

3.2.6

  • Resolved bug when trying to create custom runetexts with other mods

3.2.5

  • Fixed a minor issue of trying to send leaderboard data while on menu rather than in-game

3.2.4

  • Bounties and achievements can reward almanac class experience

3.2.3

  • Attempt to fix bounties not registering correctly

3.2.2

  • Minor tweak to player patches

3.2.1

  • Added ability to add cost to bounties and treasure hunts

3.2.0

  • Fixed logout issues and patched eating food metric

3.1.9

  • Improved Bounty UI, Added Treasure Hunt

3.1.8

  • Fixed achievement button

3.1.7

  • Added new achievement type: CustomPickable and Almanac Bounties

3.1.6

  • Improved terminal commands
  • Tweaked player controller to not move while almanac is open

3.1.5

  • Added feature to create grouped achievements

3.1.4

  • Added function that updates leaderboard if player is server

3.1.3

  • Added new achievement reward types (Items, Skills, StatusEffect)
  • Added a redundancy if almanac fails to get item icon

3.1.2

  • Moved player tracked data to player custom data
  • Added configurable hotkey to open almanac

3.1.1

  • Tweaked visuals of achievement panel to showcase active effects
  • Effects persist upon death and log out / log in

3.1.0

  • Small fixes for compatibility with Krumpac

3.0.9

  • Fixed achievements rewards

3.0.8

  • Hotfix if defeat key not found in player data

3.0.7

  • Fixed interact button not working until you opened inventory

3.0.6

  • Check completed achievements when achievements are changed

3.0.5

  • Added further information on fish
  • Fixed achievement completion percentage

3.0.4

  • Small localization fixes and filtering

3.0.3

  • Fixed creature panel
  • Achievement panel improved
  • Localization improved

3.0.2

  • Localization for many languages built-in
  • Some minor fixes

3.0.1

  • Fixed the leaderboard
  • Tweaked the creature panel

3.0.0

  • Overhaul of entire project. Delete all old config files to clean up workspace

2.3.1

  • Fix for list of biome creatures config

2.3.0

  • Hotfix compatibility with recent valheim patch update

2.2.9

  • Some krumpac compatibility work
  • Moved ignore list to a yml format in the config folder

2.2.8

  • More redundancy on custom status effects
  • French translations update

2.2.7

  • Auga incompatibility

2.2.6

  • Added Auga incompatibility flag
  • Fixed guardian power icon for custom powers

2.2.5

  • Compatibility with World Advancement Progression

2.2.4

  • Another minor bug fix

2.2.3

  • Minor bug fix with kill tracker
  • Added config to make almanac panel transparent to use with minimal ui

2.2.2

  • Controller Support

2.2.1

  • Added item count / total to panels
  • Compatibility with MinimalUI

2.2.0

  • Player Metrics and Achievement system

2.1.3

  • Improved blacklist
  • Added drop chance to creature info

2.1.2

  • Fixed black list and duplicate pieces

2.1.1

  • Fixed minor bug

2.1.0

  • Added Black List feature
  • Fixed minor bugs

2.0.1

  • Almanac now supports pieces

2.0.0

  • Major update - Almanac now supports items

1.0.7

  • Hotfix for latest valheim patch - more updates to come soon

1.0.6

  • Added a patch to fix any overlapping trophies

1.0.5

  • Minor changes to the logic on how it finds creature to display in languages other than English

1.0.4

  • Minor tweaks to make mod work in various languages by having text dynamically resize

1.0.3

  • Fixed compatibility with modded monster mods that have missing values

1.0.2

  • Small tweak for compatibility with RtdMonsters and monsterlabz

1.0.1

  • Wrong name lol

1.0.0

  • Initial Release