


MoreVanillaBuildPrefabs is a Valheim mod to make all vanilla prefabs buildable with the hammer (survival way) while allowing you to configure the requirements to build them. You can configure which prefabs are available for building and what the building requirements are, though the mod comes with a default configuration that enables ~100 new pieces so you can start playing right away. It also now has the option of being installed on a server to allow you to sync settings between clients. The mod can still be used as a purely Client-Side mod though.
Because all the added build pieces are pre-existing vanilla prefabs, any pieces you build with this mod will persist in your world even if you uninstall the mod. This means that pieces you build on a server will also be visible for players without the mod and any builds using the pieces from this mod will load for players without the mod.
If you are using a mod manager for Thunderstore simply install the mod from there and skip to step 3 below. If you are not using a mod manager then, you need a modded instance of Valheim (BepInEx) and the Jötunn plugin installed.
Recommended: Install SearsCatalog (https://valheim.thunderstore.io/package/ComfyMods/SearsCatalog/) to extend the hammer build table and allow you to access all the pieces this mod adds even if there are too many added pieces for the vanilla build table. If you install the mod from Thunderstore via r2modman or Thunderstore mod manager then SearsCatalog will automatically be installed as well.
Changes made to the configuration settings will be reflected in-game immediately (no restart required) and they will also sync to clients if the mod is one the server. The mod also has a built in file watcher so you can edit settings via an in-game configuration manager or by changing values in the file via a text editor or mod manager.
EnableMod [Synced with Server]
CreatorShopAdminOnly [Synced with Server]
CreatorShopAdminDeconstructAll [Synced with Server]
ForceAllPrefabs [Synced with Server]
Verbosity [Synced with Server]
The rest of the configuration files contains ["Prefab-Name"] sections to configure each prefab. Each section contains:
Enabled [Synced with Server]
AllowedInDungeons [Synced with Server]
Category [Synced with Server]
CraftingStation [Synced with Server]
Requirements [Synced with Server]
PlacementPatch [Synced with Server]
The mod has a default configuration that enables ~100 new pieces by default. The configuration settings for these pieces are intended to provide a reasonable balance and ensure that someone playing with the mod will only unlock various build pieces after encountering them in the world. As the default settings are based on my preferences and not yours, you are of course able to change these default configurations however you please.
See the PrefabConfig.cs file in the source code for the full default configuration or install the mode and check the generated configuration file.
This mod enables prefabs that were not intended to used for building by players, so they may lack things like proper collision or snap points. All of the prefabs enabled by the default configuration have been patched to fix those sorts of issues and make them behave similarly to vanilla build pieces. These patches are applied whether the prefab is enabled for building or not to make sure that prefabs that have been placed previously still behave as intended (ie they don't lose their collision and fall though the world).
If a prefab is not enabled by default then there is no guarantee that it will behave nicely. While many of them have been patched, I currently have to make custom patchess for each prefab so not all of them have been patched yet. It also takes a long time to test and patch 300+ prefabs.
That said, the placement patch config setting provides a generic patch that may resolve placement issues for some prefabs, so please try toggling that if there is a prefab you would like to build with but it there are issues. If the placement patch does resolve the issue then please let me know so I can change the mod to always enable the placement patch for that prefab.
Alternatively if the placement patch setting does not resolve the issue, then a work around that may work is using either Snap Points Made Easy by MathiasDecrock or the mod Extra Snap Points Made Easy by Searica (that's me). Both of these mods allow you to manually select the snap points on the piece you are placing and the piece you are snapping to. Manually selecting the snap points can allow you to place a prefab that otherwise does not show up due to missing colliders.
Some prefabs found in vanilla dungeons can also behave unexpectedly, such as being able to open a door but not close it. If there is piece you would really like to build with that is buggy feel free to open an issue on Github requesting it to be patched (see contributions section).
TLDR: Some prefabs other than the ones enabled by default may be buggy, please adjust your expectations accordingly.
Since this mod adds more prefabs to the hammer, that means you can deconstruct more pieces. As of version 0.0.3 and all later versions, world-generated pieces will only drop their default drops, while player-built pieces will only drop the resources used to build them.
Building and deconstructing prefabs that have pickable components could potentially allow for exploits that create infinite resources. To prevent that, the following adjustments are made.
If a prefab has a pickable component, such as a berry bush, then whatever resource it drops will always be added to the required resources for building it. The amount of the resource required to build the prefab will also always be equal to or greater than the amount of the resource that is dropped when you pick it (after accounting for world modifiers). These conditions will override the required resources set in the configuration file.
Example: If building a berry bush drops 1 berry when you pick it then no matter what the settings are in the configuration file it will always cost at least 1 berry to build the berry bush. If world modifiers are set to 2 so the bush would drop 2 berries then it will always cost at least 2 berries to build.
When you deconstruct a prefab with a pickable component if the pickable item has been picked then the resources dropped by deconstructing it will be adjusted to reduce the amount of the pickable item drops by the amount that was gained by picking the item (after accounting for world modifiers).
Example: If you built a berry bush that cost 5 berries to build, then picked the berries and got 2 berries, and then deconstructed the bush only 3 berries would drop.
Prefabs set to the custom CreatorShop category in the hammer build table have unique behavior compared to other pieces when it comes to deconstructing them. If a prefab is set to the CreatorShop category then player's can only deconstruct instances of that prefab that were placed by them. This is intended to prevent player's from deconstructing world-generated instances of prefabs like trees while still allowing player's to build and deconstruct their own trees.
If multiple player's have this mod, the same restrictions still apply and they will not be able to deconstruct instances of CreatorShop pieces that are world-generated or built by other players. The CreatorShopAdminDeconstructAll setting can allow players with admin status to deconstruct CreatorShop pieces placed by other players though, to allow an option for admins to remove indestructible pieces.
Custom Armor Stand Clipping: Armor placed on the Male Armor Stand and Female Armor Stand prefabs has clipping issues causing parts of the armor to not be displayed. I have not been able to fix this as of yet. Feel free to reach out if you know things about meshing and you have ideas for a solution.
Piece Icons: Variable lighting between icons for custom pieces where some appear much darker than others. A fix has been implemented, but icons are cached by Jötunn so to fix the issue you need to do the following:
Stuttering While Editing Resources Costs via In-Game Configuration Manager: Editing the string to define resource costs for a piece via the in-game configuration manager can result in the mod constantly re-initializing as it thinks the config settings is constantly changing while the string is being edited. I am currently looking into fixing this by pausing mod re-initialization while the in-game configuration manager is open and then re-initializing once it closes.
These are non-exhaustive lists.
PlanBuild (by MathiasDecrock) The two mods do work together but PlanBuild not all of the icons for custom pieces added by MoreVanillaBuildPieces show on correctly in the build table for PlanBuild's Plan Hammer. PlanBuild also does not respond to in-game changes made to pieces added by MoreVanillaBuildPrefabs. A fix is currently being worked on in collaboration with the authors of PlanBuild though. Also, The current version of PlanBuild on Thunderstore is not fully updated for the newest game version but a fix has been made and will be included in the next update.
PotteryBarn (by ComfyMods) Currently both mod apply a transpiler patch to Player.SetUpPlacementGhost() and using MoreVanillaBuildPrefabs while PotteryBarn is installed will cause MoreVanillaBuildPrefabs to fail to load correctly. I am looking into a possible fix for this but it is not high priory as I think it is unlikely someone would use both mods at the same time given their functions directly overlap (I could be wrong though).
MoreVanillaBuilds (by Galathil) The original mod that this one is a remake of. I haven't actually checked what happens if you use both at once but they do modify the same pieces so I wouldn't recommend it.
PlantEverything (by Advize): These two mods are fully compatible. If PlantEverything is installed then MoreVanillaBuildPrefabs will not touch any of the prefabs that PlantEverything adds to the cultivator so all of the plants added by PlantEverything will function as normal.
Github: https://github.com/searica/MoreVanillaBuildPrefabs
My mods will always be free to use but if you feel like saying thanks you can tip/donate here: https://ko-fi.com/searica
If you would like to provide suggestions, make feature requests, or reports bugs and compatibility issues you can either open an issue on the Github repository or tag me (@searica) with a message on the Jötunn discord or the Odin Plus discord.
Over time I will slowly patch more prefabs and hopefully come up with a more generalizable method of patching them, but if you'd really like a specific prefab to work better then let me know via one of the methods above. I'm a grad student and have a lot of personal responsibilities on top of that so I can't promise I will always respond quickly, but I do intend to maintain and improve the mod in my free time.
This mod was inspired by MoreVanillaBuilds by Galathil and PotteryBarn by ComfyMods.
If you like this mod you might like some of my other ones.