ServeYouRight
You can place Modded Foods with ServingTray!You can place Modded Foods with ServingTray!
(Example of placing ValheimCuisine feasts with ServingTray)
※SideNote: You can take back placed food with shift+e

Builds against original Valheim 1.0.15 assemblies. Jotunn is not required by ServeYouRight.
Serving Tray (the Feaster item) uses its existing Categories / By usage list, with optional per-mod groups:
Misc - <ModName>Food - <ModName>Meads - <ModName>Feasts - <ModName>
(Example of ValheimCuinse Feasts merged into Vanilla Feasts tab)
Lets you decide per mod and per category whether items stay in per-mod groups or merge back into base groups.

- Supports live config reload when the config file changes.
On: useCategory - ModNametagOff: merge into base category group- Category names reuse Serving Tray's base labels, so
Misc/Food/Meads/Feastsfollow the game's current language labels. - WackysDatabase clone ownership takes priority. DataForge-managed item clones are recognized through its optional public API; DataForge is not required.
- Other mod foods use a conservative bundle/resource owner lookup. Ambiguous, unobserved or renamed runtime prefabs stay in a base group. This lookup does not guarantee the same coverage as Jotunn ModQuery.
- Existing configuration section names and Food/Meads/Feasts keys are retained; Misc is an additional per-mod option for pieces already on Feaster. Mod identity uses the plugin GUID and original display name.
- No ServeYouRight top-level tab is added. Grouping and food registration target the table attached to the registered Feaster item, not a tool's ability to remove food. Other hammers and terrain tools keep their own menus, including when Infinity Hammer enables
Remove anything. - Opening Serving Tray exposes the game's advanced menu locally, including its normal search/recent/favorite lists. The tool's simple-menu flag is restored on close, tool switch or menu destruction. The screenshots above show the previous UI.
- Other installed food mods can still require Jotunn; removing ServeYouRight's dependency does not update those mods.
Developer builds
Run this command from the repository root with the .NET SDK and .NET Framework 4.8 targeting pack installed. First check that environment.props points to your Valheim and BepInEx locations; compilation uses original game DLLs.
dotnet build .\ServeYouRight.sln -c Debug -p:DeployToGame=true
if ($LASTEXITCODE -ne 0) { throw "Debug build or game DLL copy failed." }
After successful compilation, the build copies only the final bin\Debug\ServeYouRight.dll to the plugin destinations in environment.props, overwriting the existing DLL. The default destination is C:\Program Files (x86)\Steam\steamapps\common\Valheim\BepInEx\plugins. Verify that the source and installed DLL have matching SHA-256 hashes. This command does not run automated tests or Valheim, change release versions, or create release ZIPs.
If a build without a local game update is explicitly needed, use DeployToGame=false:
dotnet build .\ServeYouRight.sln -c Debug -p:DeployToGame=false
Use Release builds only for an explicitly requested release. On Windows, the normal Release build updates Thunderstore/manifest.json and creates Thunderstore and Nexus ZIP packages. A new ZIP in a Mod Release Manager watch folder can trigger automatic uploads; the manager handles uploads according to its saved settings.
See compatibility checks and remaining runtime checks for validation commands and limits.


