FiresAdminPrefabs
Admin build suite: every vanilla prefab in the hammer with tabs + search, blueprints with full data fidelity and mesh-baking, monster/chest/clutter presets, clutter paint. Requires FiresUnifiedCore.FiresAdminPrefabs
Updated for Valheim 1.0.
An admin build suite for Valheim. FiresAdminPrefabs (FAP) turns the vanilla hammer into a full world-building tool: every prefab the game knows about (props, nature, clutter, effects, creatures, items and asset-bundle content) becomes a placeable piece, organized into tabs you control, with search, blueprints, presets and clutter painting on top.
Need help, found a bug, want a feature? https://discord.gg/H9uKGcAujs
Requirements
- FiresUnifiedCore and YamlDotNet.
- On a server, install FAP on the server and every client at the same version. Players on an older version are refused at join until they update.
- Optional: ExpandWorldPrefabs, for vanilla-safe persistence and monster/chest respawn timers.
Who can use it
- Placing FAP content is meant for admins.
[General] AdminOnlyModelimits placement to admins on a server. - The build menu improvements (search, resizing, scrolling, favorites) work for anyone with the mod.
- As an admin, turn
debugmodeoff to see the build menu exactly as a player does, so you can check what you are publishing without logging out. [General] RegisterPiecesForNonAdminskeeps FAP's pieces registered for non-admins while still hiding them from that player's menu. Mods that only recognise registered build pieces, such as WackysDatabase clones, then work for everyone.- Not every player has FAP? Turn on
[General] VanillaFriendly. The build menu then only offers what a vanilla client renders and keeps on its own: no clutter, no baked meshes or blueprints, no item stands vanilla will not accept, and only effects that survive without the mod.[General] VanillaFriendlyEffectAllowlistadjusts that effect list, and a-nameentry drops one of the built-ins.
The build menu
- Every prefab in the hammer, sorted into tabs: Nature, CreatorShop, Clutter, Monsters, Item Stands, FX / VFX, Blueprints, Baked Meshes and Favorites, alongside the vanilla tabs.
- Search bar that filters across all tabs at once. It matches names and descriptions, and "stone floor" finds
stone_floor. - Resizable, scrolling grid. Drag the
//grip in the bottom-right corner (6-30 columns, 4-20 rows) and your size is saved. Drag the empty wood area to move the panel. - Mouse wheel scrolls the grid, Q / E switch tabs, and arrow keys and gamepad follow your real column count.
- Snap points added to vanilla props that shipped without them: dvergr poles, beams and walls, goblin walls and roofs, blackmarble posts and columns, doors, gates and chests.
- Works with Infinity Hammer (copy, zoop and
hammer_measurebehave at any grid size; its custom build menu takes priority over FAP's tab layout while it is active) and Comfy Gizmo. If SearsCatalog is installed, FAP leaves the build panel to it. - Works with WackysDatabase: FAP's pieces resolve as clone sources even though FAP registers them later than WDB looks, and a clone answers FAP's own vanilla-friendly and admin rules the same way the piece it was cloned from does. FAP refuses only the prefabs that mean nothing without it — blueprint placeholders, stand-ins and baked-mesh prefabs — because a clone of one would save a build nothing can load.
Tabs, favorites and hiding
- Right-click a piece to favorite it, hide it, move it to another tab (vanilla tabs included) or create a new tab. Any piece can move: vanilla, other mods' or FAP's.
- Right-click a tab to rename or hide it. Admins also get Vanilla only there, and EWP persistence on the FX and VFX tabs, so both settings can be flipped without leaving the game.
- Tabs are folders under
BepInEx/config/FiresAdminPrefabs/HammerTabs/. Each tab has aprefabs.txtwith one prefab per line, and line order is the in-game order. Cut and paste lines to move pieces in bulk. Changes apply on world reload. - Your tab layout and favorites belong to you. They are never synced from the server.
- Per-piece render distance (up to 1500m) and shader overrides are in the right-click menu.
Content
- Monsters: one stand-in per creature, and placing it spawns the real creature. Configure level, stars, boss flag and respawn timer, and save presets to reuse.
- Containers: configure a chest's contents once, save it as a preset, then place as many pre-filled chests as you like.
- Clutter: paint grass and ground detail with a brush (
[Clutter] PaintRadius/PaintDensity), and set clutter presets world-wide. - Item Stands: one tile per item, wall-mounted (V) or shelf (H), placed with the item already on it.
[HammerToggles] ItemStandHideStandVisualhides the stand so the item floats. - FX / VFX: fire, smoke, sparks, mist and magic effects as placeable set dressing. Right-click Place with Persistence to stop an effect from removing itself.
- Blueprints: drop
.blueprintor.vbuildfiles intoHammerTabs/Blueprints/and place them from the Blueprints tab with their saved data intact (sign text, chest contents, item stands, health and more). - Baked Meshes: right-click a blueprint and choose Bake to prefab to combine it into one optimized mesh (needs
[Performance] EnableBlueprintMeshBake). After a relaunch it appears in the Baked Meshes tab. Baked structures are much cheaper to render, but they can't be edited piece by piece. Pieces carrying their own saved data, such as a custom name or an ExpandWorldPrefabs hook, are placed for real instead of being merged, so they keep working. A bake stops rather than half-writing if the drive runs low, and only counts a blueprint as baked once its file is actually on disk.
Server features (admin)
- Hammer toggles under
[HammerToggles]: clip into the ground or through everything, stop placed props from snapping to the ground, force persistence, suppress random rotation, swap broken variants for intact ones, and override effect timers. [General] ServerEnforcedforces the server's synced settings onto every client.- Asset bundles: drop bundles into
BepInEx/config/FiresAdminPrefabs/Assets/and their prefabs join the hammer. Connecting players download only the files that differ (assets, manifests, shaders, textures and baked meshes), verified before they are used. Players are asked to reconnect after new assets arrive. - Persistence and respawns: with
[General] UseEwpForPersistence, FAP writes ExpandWorldPrefabs rules so the server enforces persistence and respawn timers, and vanilla clients see it too. Usefap_push_presetsor[Sync] AutoPushOnPlaceto send your presets and rules to a dedicated server.
Admin commands
All commands start with fap_ and run in the console (F5).
| Command | What it does |
|---|---|
fap_assetsdir |
Show the asset bundle folder and what's in it |
fap_reload_icons |
Re-render every piece icon |
fap_bake_all / fap_rebake_all |
Bake, or re-bake, every blueprint |
fap_bake_diagnose <name> |
Explain what a bake would include, without baking |
fap_push_presets |
Push preset and ExpandWorldPrefabs rule files to the server |
fap_ewpstatus / fap_cleanewp / fap_wipeewp confirm |
Inspect, clean or reset FAP's ExpandWorldPrefabs files |
fap_clear_orphan_fx |
Remove leftover status-effect FX from the world |
fap_recategorize_clutter / fap_clean_stale_clutter |
Tidy clutter tabs and leftover clutter objects |
fap_orphan_zdo scan / fap_orphan_zdo purge |
Find, then remove, saved objects whose prefab no longer exists — left behind by an older build or a removed bundle |


