


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.
Update note: As of version 0.4.4, the mod is no longer required to be on the server for clients with the mod. Someone pointed out that pieces from MVBP worked for console players during crossplay and they really missed having access to that, which was a good enough reason for me to change the requirement.
Server-Side Info: This mod does work as a client-side only mod. It is strongly recommended that you install it on the server you play on if possible though as multiple players with conflicting configurations can result in losing build resources when pieces are deconstructed. Not installing the mod on the server also means that some pieces (like the new ship) may not function well for players without the mod.
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 Jotunn plugin installed.
Recommended: Install 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 (changes applied upon closing the in-game configuration manager) or by changing values in the file via a text editor or mod manager.
CreativeMode [Synced with Server]
Note: If you're doing a survival playthrough and just want more build pieces then leave CreativeMode off. If you have access to devcommands and want to build new environmental locations or new dungeons then you probably want to enable CreativeMode.
CreatorShopAdminOnly [Synced with Server]
AdminDeconstructOtherPlayers [Synced with Server]
EnableHammerCrops [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]
ClipEverything [Synced with Server]
ClipGround [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 patches 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 not been picked then it will drop the pickable item. The resources dropped by deconstructing it will also 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.
If a pickable piece has additional random drops, like some pickables found in dungeons, the random drops will be disabled for player-built instances of the piece. World-generated instances are unaffected and will picking them will drop the random drops as normal.
When you deconstruct a piece that has an ItemStand component it will always drop the attached item, even if you could not normally remove it.
This mod adds two custom piece categories: CreatorShop and Nature. Pieces set to either of the custom categories will only be enabled for building if CreativeMode is set to True. Additionally, these pieces can only be deconstructed by the player who placed them and world-generated instances of these pieces cannot be deconstructed. This prevents player's from deconstructing things like world-generated trees, while still allowing them 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 pieces set to either of the custom piece categories that were built by other players.
The AdminDeconstructOtherPlayers setting can allow players with admin status to deconstruct CreatorShop or Nature pieces built by other players, so that admins have a way to remove indestructible pieces. Even if you enable the AdminDeconstructOtherPlayers setting, admins are still not able to deconstruct world-generated instances of pieces set to the CreatorShop or Nature categories.
Custom Armor Stand Clipping: Armor placed on the Armor Stand Female and Armor Stand Male 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 Jotunn so if you previously had this issue and want to fix it, you need to do the following:
Detecting Prefabs from other Mods: MVBP is able to detect prefabs added by other mods. It is possible to enable and configure those prefabs much like the Vanilla prefabs added by MVBP. In some cases, prefabs from other mods can cause issues, though it is uncommon. As a general rule, I also will not patch or support issues regarding prefabs from other mods as I do not have access to the assets from other mods.
These are non-exhaustive lists.
PotteryBarn (by ComfyMods) Currently both mods 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.
PlanBuild (by MathiasDecrock) The two mods do work together but 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.
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. I also highly recommend using PlantEverything as it targeted at providing a balanced and configurable experience for enabling more plant pieces and compliments MoreVanillaBuildPrefabs.
WackysDatabase (by Wackymole): These two mods are fully compatible. You can use WackyDB to alter pieces added by this mod. Depending on what you alter the dynamic configuration changes of this mod may override the change changes made by WackyDB when the mod updates in response to the config changes. To resolve this you can A.) avoid changing the config for this mod while in-game, B.) log out and rejoin to allow WackyDB to reapply it's changes, C.) use the wackydb_reload console command to reapply changes without exiting the game (probably the easiest and best option).
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 Jotunn 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.