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DrakesAssetForge

Desktop app (exe) to make Valheim items, pieces and reskins without Unity. Install via Gale/Hexium, run DrakesAssetForge.exe from the profile plugins folder.

Client-only
Changelog & versions

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Downloads
6
Version
0.3.1
Updated
Author
DrakeMods
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Runs on
Client-only

Compatibility

Required 2

Install these too — Gale pulls them in for you.

Description

Drakes Asset Forge

Make Valheim items, build pieces and reskins without Unity. Browse your install, restyle meshes and materials, change components, snap points, sprites, fire and glow — then push into a running game or publish a tiny data pack.

This Hexium / Gale package ships the Windows desktop app as a self-contained DrakesAssetForge.exe (not a BepInEx plugin DLL), plus the package icon and store files.

Install (Gale / Hexium)

  1. Install this package into a Valheim profile (BepInEx + Jotunn come with the usual setup; Forge Runtime is a dependency and installs automatically).
  2. Open the profile folder → BepInEx/plugins/DrakeMods-DrakesAssetForge/.
  3. Run DrakesAssetForge.exe.
  4. In ⚙ Settings, point the app at Valheim and this same mod-manager profile so Push to game and Install Forge Runtime target the right place.

You still need Valheim installed on the machine (the app reads it; it never changes game files).

What you get

  • Self-contained exe — no separate .NET install.
  • Package icon for the Hexium / Gale mod list.
  • A modpack-style install: this package pulls Forge Runtime (and Jotunn) so the profile is ready to load packs you push or publish.

Portable zip

GitHub Releases also attach DrakesAssetForge-<version>-win-x64.zip if you prefer to unzip the app somewhere outside the profile. Same exe either way.

Forge Runtime

Data packs need Drakes Forge Runtime (also on Hexium as DrakeMods-DrakesForgeRuntime). C# mod exports can compile Forge in and skip the runtime.

Links

Changelog

Two things release from this repo, each with its own version and tag:

App 0.3.1

  • Hexium package fix: it now ships DrakesAssetForge.pdb next to the exe (Hexium rejects native binaries without one), and depends on the Forge Runtime version actually released (0.3.0). No app changes since 0.3.0.

App 0.3.0

Data packs made with 0.3.0 need Forge Runtime 0.3.0 (their manifest says so).

  • Fix: a build/craft cost naming an item by display name ("Piece of Paper"), wrong case ("wood") or a typo crashed the game when the piece was removed (empty refund in Piece.DropResources). Cost rows now warn as you type and save the item id; the Publish check and validate say what to write; the plain C# export writes the id or leaves the cost out with a TODO. The pack's own items are suggested in the cost autocomplete.
  • Fix: Remove in the pack list did nothing: the open editor saved the item straight back. Removing now discards the open editor first, and a removed item can never be re-saved. Right-click selects the row under the cursor, so the menu acts on that item.
  • Kitbashing: Parts on the Look tab add other Valheim prefabs' meshes to your item or piece (a skull on a key, a lantern on a pole), each with its own position, rotation, scale and materials (listed as "Part n · …" in the material list). Drag parts by their purple handle in the viewport, with the same axis locks and edge/grid snapping as snap points; "Only meshes" keeps part of a prefab. Model scale resizes the whole model (items: held and dropped; pieces: placed, collision included). Plain C# export and render/validate support them. Needs Forge Runtime with parts support.
  • Pack list: Duplicate (Ctrl+D), Copy (Ctrl+C) and Paste (Ctrl+V), also on right-click. Copies get a free id (_copy, _copy2…); a reskin's copy becomes its own item or piece. Paste works across packs and brings the item's images along.
  • Command line: inspect, validate, render (preview PNG), new-pack, and export-code flags, so packs can be made and checked without the UI.
  • Plain C# export: Images inside the DLL (flatten-proof), Use DrakeModsLibs helpers (Libs 0.10 DrakeModsLibs.Forge), and Looks only for mods that register their own items (RenameIt's paper uses all three).
  • Sprite sizes and positions no longer show float noise (0.6000000238) after reopening.

App 0.2.1

Data packs made with 0.2.1 need Forge Runtime 0.2.1 (their manifest says so).

  • Hexium / Gale package for the desktop app: self-contained DrakesAssetForge.exe (not a plugin DLL), 256×256 icon.png, Thunderstore-compatible manifest.json / README / CHANGELOG. Install into a profile, then run the exe from BepInEx/plugins/DrakeMods-DrakesAssetForge/. Tagged Tools + Modpack; depends on Forge Runtime 0.2.1 and Jotunn so the profile is ready to push/test packs.
  • App and Forge Runtime version numbers and the data-pack runtime dependency pin aligned at 0.2.1. Portable DrakesAssetForge-*-win-x64.zip still ships on the GitHub Release.

App 0.2.0

Data packs made with 0.2.0 need Forge Runtime 0.2.0 (their manifest says so).

  • Sprites: put flat images (PNG with transparency) on any item or piece: signs, banners, posters, a note lying on the floor. Size, position, rotation, one or both sides, with "Stand up" / "Lie flat" presets and a live preview; optionally hide the base model so the sprite is the whole look.
  • Snap points, redone: auto-detect from the model's shape (floors and walls get their face corners, beams their ends, anything else its 8 corners) plus one-click bottom/top corners, edge middles and centre line; drag numbered points in the viewport, locked to X, Y, Z or level, sticking to the model's edges and middle or a grid; every point is named ("bottom-left corner", "top edge middle") with a front/right/up compass in the viewport; Delete removes the selected point.
  • Fire & lights on the Look tab: light colour, brightness and reach, flame colour, for anything with fire or lights (braziers, wards, torches).
  • Material glow: emission colour plus strength (colours accept #RRGGBB*k for HDR).
  • Components: remove any script with an "are you sure?" that says what breaks, undo from the Removed list; add Rigidbody, colliders, lights or any of Valheim's ~380 scripts, starting from the game's own defaults.
  • Publish: Plain C# output. Each item becomes readable Jotunn code with typed settings, plus one helper file, with no Forge and no pack files. Also export-code <pack> <out> --plain.

App 0.1.0

First release of the rewritten app (the earlier Catalog/Project/Export tool lives in legacy/).

  • Browse every Valheim item and piece with a real 3D preview, materials and shaders, icons, components and build cost, read straight from your install.
  • Import wizard: new item, reskin, or source-only; new pieces copy the vanilla build cost.
  • Workspace: borrow meshes and materials with a visual picker, tint with a colour picker, per-texture-slot replace/export, worn view and body textures for armour, every component setting editable with vanilla values and reset, recipe, snap points, glow.
  • Push to game: installs the pack unzipped into a chosen Gale / r2modman / Thunderstore Mod Manager profile; hot-reloads while playing.
  • Publish: Thunderstore-ready data pack zip (README, CHANGELOG, icon made from your items), or a C# mod project with Forge compiled in and a Customize file per item for your own code.

Full version history & older downloads →

Manual download
Just this mod One .zip — DrakesAssetForge 0.3.1
Files you'll get 3

Your browser may ask permission to download several files at once. How to install these manually

Manual installation instructions
1

Install BepInExPack Valheim

BepInExPack Valheim is required to run mods in Valheim.

Download BepInExPack Valheim 5.4.2351 · View mod page

Check out the mod page for detailed installation instructions.

2

Install DrakesAssetForge

This mod only needs to be installed on the client.

Download DrakesAssetForge 0.3.1

Extract the ZIP and place the file(s) into the BepInEx/plugins/ folder inside your Valheim game folder.