


"Hammer some paint onto your creations!"
A Valheim mod that lets you paint building pieces with a variety of colors. Torvald's got you covered with his trusty painting mallet - craft it, equip it, and start adding some color to those drab wooden halls.
Now, before you start thinking old Torvald's going to let you paint your longhouse hot pink or neon green - think again! I'm a respectable craftsman, not some crazed alchemist. My colors are carefully chosen to complement what the gods have already blessed us with in this realm. You'll find wood tones that actually look like wood, and paint colors that won't make the neighbors think you've been sampling too much fermented honey. This isn't about turning Valheim into some garish carnival - it's about giving your builds the subtle character they deserve, using colors that actually belong in a Viking's world.

After running the mod once, you'll find a config file at BepInEx/config/cebero.TorvaldsAffordablePainters.cfg.
[Recipe]
# Materials needed to craft the painting mallet
Materials = Wood:10,LeatherScraps:5,Coal:1
# Whether the mallet requires a workbench to craft
RequireWorkbench = true
Recipe Examples:
# Early game (default)
Materials = Wood:10,LeatherScraps:5,Coal:1
# Mid-game progression
Materials = FineWood:8,Bronze:2,TrophyGreydwarf:1
# Late-game luxury
Materials = BlackMetal:1,Silver:2,LoxPelt:1
# Custom themed server
Materials = YggdrasilWood:5,Crystal:3,SurtlingCore:2
All 13 colors are individually configurable using RGB values (0.0 to 3.0):
[Colors.WoodTones]
DarkBrownRGBMultiplier = 0.45,0.25,0.15
MediumBrownRGBMultiplier = 1.2,0.8,0.4
NaturalWoodRGBMultiplier = 1.0,1.0,1.0
LightBrownRGBMultiplier = 1.3,1.1,0.8
PaleWoodRGBMultiplier = 1.1,1.4,1.9
[Colors.PaintColors]
BlackRGBMultiplier = 0.1,0.1,0.1
WhiteRGBMultiplier = 1.55,1.75,1.95
RedRGBMultiplier = 1.5,0.2,0.2
BlueRGBMultiplier = 0.2,0.3,1.5
GreenRGBMultiplier = 0.3,1.5,0.3
YellowRGBMultiplier = 1.8,1.6,0.2
OrangeRGBMultiplier = 1.5,0.9,0.25
PurpleRGBMultiplier = 1.2,0.5,1.4
This mod doesn't replace textures or apply solid colors - instead, it uses multiplicative color blending to tint the original wood and stone textures while preserving all their natural detail, grain, and weathering.
When you paint a piece, the mod multiplies each color channel (Red, Green, Blue) of the original texture by your configured values:
Original_Color × Multiplier = Final_ColorThis approach preserves the beautiful textures Iron Gate created while allowing color customization:
Each color is defined by three numbers: Red,Green,Blue with ranges from 0.0 to 3.0
Basic Principles:
Understanding Our Default Colors:
Let's examine how our tested defaults achieve their effects:
Dark Walnut Effect:
DarkBrownRGBMultiplier = 0.45,0.25,0.15
# Low values across all channels create deep brown
# Red highest, blue lowest = warm dark tone
Warm Golden Brown:
MediumBrownRGBMultiplier = 1.2,0.8,0.4
# Red boosted, green moderate, blue low = warm amber/honey
# This balances warmth without going too yellow
Cool Driftwood Gray:
PaleWoodRGBMultiplier = 1.1,1.4,1.9
# Progressive increase toward blue counters wood's natural warmth
# Creates weathered, gray appearance
Creating Your Own Colors:
Start with our working defaults and make small adjustments (±0.1 to ±0.3) to get variations. For example:
Important: Multiplicative blending means you're working with the existing wood texture, not creating colors from scratch. Experimentation required. After making changes, repaint pieces to apply the new setting.
Understanding how each RGB channel affects the final appearance:
Red Channel (First Number):
Green Channel (Second Number):
Blue Channel (Third Number):
Practical Examples:
WarmMahogany = 1.2,0.8,0.4 # High red, low blue = warm reddish
CoolDriftwood = 1.1,1.4,1.9 # Progressive blue increase = gray weathered look
NeutralGray = 1.2,1.2,1.2 # Equal values = neutral gray
For the most accurate color representation and consistent appearance when tweaking colors:
Note: Bloom can dramatically affect how HDR colors (values >1.0) appear, especially in bright lighting conditions.
Control what objects can be painted:
[Filtering]
# Building categories that can be painted (flags: Building, Furniture, Crafting, Misc, All)
AllowedCategories = Building, Furniture
# Functional groups to exclude (flags: Stations, Production, Storage, Beds, PortalsWard, Transport, etc.)
ExcludedFunctional = Stations, Production, Storage, Beds, PortalsWard, Transport
# Material types that can be painted (flags: Wood, Stone, Metal, Marble, All)
AllowedMaterials = Wood, Stone, Marble
# Specific prefabs to always allow (comma-separated)
WhitelistPrefabs =
# Specific prefabs to always block (comma-separated, overrides whitelist)
BlacklistPrefabs =
[Debug]
# Logging level (None=0, Basic=1, Detailed=2, Debug=3)
LogLevel = Basic
# Maximum painting distance in meters
MaxPaintDistance = 8.0
# Require build permission to paint objects
RequireBuildPermission = true
Note: You need to restart the game for config changes to take effect.
Torvald's business model is flexible - want to make his services more exclusive? Just change the recipe to require fancier materials. Gate it behind silver and black metal if you want painting to be a proper end-game luxury. The recipe system accepts any valid Valheim item names, so get creative.
Install with a mod manager or manually place the files in your BepInEx/plugins folder. Requires BepInEx and Jotunn.