Recipe Pinner
Your crafting companion for Valheim
Pin recipes. Track materials. Group projects. Craft smarter.
Stop running back and forth between chests just to remember how much Iron, Wood, Resin, or Black Metal you still need.
📌 What Is Recipe Pinner?
Recipe Pinner is a quality-of-life mod that pins crafting recipes and building pieces straight to your HUD and tracks their materials in real time - what each one still needs, what you already have, and optionally what is sitting in the chests around you.
Pin a few things, group them into a named project, and the running total stays in front of you while you play. No walking back to the workbench to check whether you still need Iron.
Less menu checking. Less guessing. More building, crafting, and exploring.
✅ Requirements and Compatibility
| Game version | Valheim 1.0 or newer. This build cannot run on 0.221.x - if you are still on an older game version, stay on Recipe Pinner 1.3.2. |
| Needs | BepInExPack Valheim 5.4.2350 or newer, and nothing else. |
| Install on | Your own game only. Recipe Pinner draws a HUD and reads your own inventory - it sends nothing over the network, so it works in multiplayer whether or not anyone else has it, and a dedicated server does not need it. |
| Optional | Configuration Manager, to change any of the sixty settings in-game. |
| Other UI mods | The horizontal HUD layout exists for MyLittleUI users, and the My Pins button can be moved out of another mod's way. If something fights with it, please report it and name the other mod. |
⭐ Key Features
📍 Pin Recipes And Building Pieces
Hover over a crafting recipe or Hammer build piece and press the Pin hotkey. Press it again on the same recipe to raise the count, and every material total follows. Building pieces from the Hammer work exactly like crafting recipes. Defaults and rebinding are in the Controls section below.
Valheim 1.0 gives one upgrade two prices: the ordinary materials at a normal station, or a single Idol at the Forge of Potential. Pin an upgrade while standing at the Forge of Potential and the pin asks for the idol; pin it anywhere else and you get the ordinary materials. Levels past an item's usual quality cap can only be reached at the Forge of Potential, and they can be pinned now too.
Your pin and unpin keys also appear in Valheim's own button-hint bar, alongside Move and Use, and follow your keys if you rebind them. The unpin hint stays out of the way until you have a pin it can actually remove.
Pin the same recipe more than once and each material row also shows what a single one costs, in brackets. Ten stone axes need fifty wood, so the row reads 8/50(5) - the total stays red because fifty is out of reach, while (5) turns green the moment you can afford one axe. No mental arithmetic to find out whether you can craft one right now. Turn it off with ShowSingleUnitRequirement.
🧩 My Pins And Pin Groups
The My Pins panel lists everything you have pinned, and every row carries its own materials underneath the name, with the same have/required numbers and colours the HUD uses. A row tells you whether you can make that thing right now, rather than just naming it.
From the panel you can:
- Remove pins, or change how many copies of a recipe you want.
- Select several pins and combine them into a named group.
- Expand a group to see its members, each with its own materials.
- Adjust a member's count, or disband the group back into individual pins.
Groups are ideal for armor sets, building projects, portal kits, food prep, and other multi-recipe goals. A group appears as one HUD pin with a merged material list and a stacked-cards group icon. The group's own row shows no materials - open it, and each member shows its own, which answers the question a merged list cannot: which one of these can I craft right now?
Duplicate pins can also be split between groups or kept as individual pins, so one recipe can belong to more than one project.
When a group needs many different materials, its HUD pin switches to a compact grid to save space. If the list is still too long, the remaining materials collapse into a +N cell. A group pinned on its own always shows every material, which turns it into a permanent gathering list. Both limits are configurable.
📋 Gathering List And Chest Scanner
The Gathering List shows the combined total of all materials required by your active pins.
Chest Scanner can include nearby chest contents in material counts.
Color meaning:
- Green: enough materials in your inventory.
- Yellow: enough materials when nearby chests are included.
- Red: missing materials.
Default Gathering List key: F8
Chest Scanner is disabled by default and only reads nearby chest contents. It does not move items.
🖥️ Smart HUD Layout
Each pin can show a colored accent bar so you can quickly tell whether the recipe is ready to craft.
Recipe Pinner can reposition pins depending on what you are doing.
- Normal HUD layout while exploring.
- Bottom-right layout while inventory or containers are open.
- Horizontal layout support for MyLittleUI users.
- Better placement while sailing.
- Automatic pages when you pin more recipes than fit on one HUD page.
💾 Safer Saves And Ordering
Pinned recipes, Pin Groups, group member counts, and pin/group order are saved together, with safer temp-file replacement and backup behavior.
🌍 Languages And Customization
Recipe Pinner includes language files for every Valheim-supported language. Some translations were AI-assisted, so please report incorrect or awkward translations.
Almost everything is configurable: hotkeys, layout mode and position, HUD scale, fonts, colors, background opacity, recipe/material/group icon sizes, pin limit and pins per page, compact group behavior, Gathering List columns, My Pins panel size and position, Chest Scanner range and interval, and whether recipes auto-unpin after crafting or building.
🕹️ How To Use
Pin Something
- Open a crafting station or Hammer build menu.
- Hover over a recipe or building piece.
- Press
Mouse Wheel Click.
The recipe appears on your HUD with its required materials.
Add More Of The Same Recipe
Press the Pin hotkey again on the same recipe.
Recipe Pinner increases the count and updates the required materials.
Decrease Or Remove A Pin
Hold Left Shift and press Mouse Wheel Click over the recipe or building piece.
You can change Left Shift in the config with HotkeyUnpin.
Create A Group
- Open your inventory.
- Open the My Pins panel.
- Click Group.
- Select at least two pins.
- Confirm and enter a group name.
The selected pins become one grouped project with a merged material list.
Manage A Group
In the My Pins panel, expand a group to view its members.
You can adjust member counts, remove members, delete the group, or disband it back into individual pins.
🎮 Controls
Default controls are configurable.
| Action | Default |
|---|---|
| Pin recipe / add count | Mouse Wheel Click |
| Decrease / remove pin | Left Shift + Mouse Wheel Click |
| Toggle HUD overlay | F7 |
| Toggle Gathering List | F8 |
| Cycle HUD pages | Left Alt |
| Clear all pins | P (press twice) |
| Open My Pins panel | Inventory screen button |
Clearing all pins asks for confirmation: press the key once to arm it, then again within two seconds.
The My Pins panel also includes an info button that shows current keybindings in-game.
🖼️ Layouts And Screenshots
Click to expand screenshots
Vertical Mode
Placed under the minimap. Good for vanilla UI. This is what the default Auto-Detect mode uses when MyLittleUI is not installed.

Horizontal Mode
Useful for MyLittleUI users. Places pins near the map side. When the layout setting is left on Auto-Detect and MyLittleUI is installed, this layout is triggered automatically.

Bottom Right Horizontal Mode
Keeps the top of the screen cleaner and works well when inventory or containers are open.

My Pins Panel
Manage, remove, group, disband, and inspect your active pins from the inventory screen.

Pin Groups
Group multiple recipes into one named project with a merged material list.

Expanded Group Members
Expand a group in My Pins to manage individual members and group claim counts.

Compact Group Layout
When a group needs many different materials, its HUD pin switches to a compact grid to save space.

Overflow Cell
If a compact group is still too long, the remaining materials collapse into a single +N cell.

Controls Info Panel
View current keybindings and basic usage instructions from inside the My Pins panel.

MyLittleUI Compatibility
Recipe Pinner can automatically adjust its layout when MyLittleUI is installed.

Inventory Open
When inventory is open, pins can move to a cleaner bottom-right layout.

Gathering List
The Gathering List shows combined material requirements across all pins.

Chest-Side Gathering List
The Gathering List snaps next to an open chest, so you can see what you still need while moving items around.

Chest Scanner
When Chest Scanner is enabled, nearby chest materials can be included in the displayed counts.

HUD Pages
When you pin more recipes than fit at once, they split into pages. Cycle through them with the page hotkey.

Sailing
Recipe Pinner can move pins while sailing to reduce HUD overlap.

⚙️ Configuration
Sixty-five settings across thirteen sections, and almost every one applies the moment you change it - no restart, no reload. Open the config while the HUD is on screen and you can watch a slider move the pins.
Install Official BepInEx ConfigurationManager and press F1 in-game. Editing BepInEx/config/com.Kadrio.RecipePinner.cfg by hand works too; deleting that file restores every default on the next launch.
| Section | What it covers |
|---|---|
| General | Enable the mod, language override, layout mode, pin limit, pins per page, auto-unpin after crafting or building |
| Controls | Every hotkey: pin, unpin, toggle visibility, Gathering List, page switch, clear all |
| Chest Scanner | Whether nearby chests count toward your materials, plus scan range and interval |
| HUD Appearance | UI scale, background opacity, font sizes, recipe/material/group icon sizes, the craft-readiness bar, the single-unit bracket |
| Colors | The three material states, the recipe name, and both readiness-bar colors |
| Pagination | Page dot size, spacing, color and inactive opacity |
| Gathering List | Turn it on, open it automatically, column count, font sizes, and where it sits beside an open chest |
| Groups | When a group switches to the compact grid, how many rows it may use, and the group icon's font size |
| My Pins Panel | Panel width, height and position, the button's position, size and icon color, and the size of the materials shown on each row |
| Layout (Vertical) | List width, pin spacing, position |
| Layout (Horizontal - Map Side) | Column width, pin spacing, position |
| Layout (Horizontal - Bottom Right) | Column width, pin spacing, position, and whether the list lifts clear of Valheim's button-hint bar |
| Debug | Verbose logging. Off by default; turn it on before reporting a bug |
Click to see configs

🔧 Installation
Mod Manager
Install with Thunderstore Mod Manager, r2modman or Recommended Gale.
This is the easiest option and handles dependencies automatically.
Manual Installation
- Install BepInExPack Valheim.
- Download Recipe Pinner.
- Place
RecipePinner.dllinside yourValheim/BepInEx/plugins/RecipePinner/folder. - Place the
RecipePinner_languagesfolder next toRecipePinner.dll. - Launch the game.
Your folder should look like this:
BepInEx/
└── plugins/
└── RecipePinner/
├── RecipePinner.dll
└── RecipePinner_languages/
├── English.json
├── Turkish.json
└── ...
Important: RecipePinner_languages must stay next to RecipePinner.dll.
Updating
Just install the new version over the old one. Your pinned recipes, groups and order load unchanged.
Each release's notes say whether anything is worth knowing for the version you are coming from - see the Changelog tab, or CHANGELOG.md on GitHub.
🌍 Languages
Recipe Pinner auto-detects your Valheim language.
You can also force a language with the LanguageOverride config option.
Recipe Pinner includes language files for every Valheim-supported language.
Note: Some translations may be imperfect because they were AI-assisted. If you find a bad translation, please report it.
You can also fix one yourself: open the matching .json file in BepInEx/plugins/RecipePinner/RecipePinner_languages/, edit the text on the right side of each line, and save. Leave placeholders like {0} untouched, since they are replaced with numbers and key names at runtime.
❓ FAQ
Does Recipe Pinner craft items automatically?
No. Recipe Pinner only tracks recipes and materials. You still craft and build normally.
Does Chest Scanner move items from chests?
No. It only reads nearby chest contents and includes them in the displayed material counts.
Is Chest Scanner enabled by default?
No. Chest Scanner is disabled by default. You can enable it from the config if you want nearby chest contents to count toward requirements.
Can I pin building pieces?
Yes. Hammer build pieces can be pinned like crafting recipes.
What happens if I pin the same recipe again?
The pin count increases, and the displayed material requirements update for the new count.
How do I remove or decrease a pin?
By default, hold Left Shift and press Mouse Wheel Click over the recipe or build piece. You can change the modifier with HotkeyUnpin.
How do I open My Pins?
Open your inventory and use the My Pins button. From there, you can view, remove, group, disband, and manage pins.
Can I group pins?
Yes. Starting with 1.3.0, you can create named Pin Groups from the My Pins panel.
Can a recipe belong to more than one group?
Yes. Recipe Pinner supports per-group member claim counts, so duplicate pins can be split between groups or kept as individual pins.
Can I remove a group without losing the recipes?
Yes. Use Disband to turn group members back into individual pins.
Why does my group pin show "+N" instead of all materials?
Groups with many different materials switch to a compact grid, and that grid is capped so one large group cannot stretch every pin next to it. The materials that do not fit are collapsed into a +N cell.
You can raise the row cap with GroupCompactMaxRows, or change when compact mode starts with GroupCompactThreshold. Both apply immediately. A group pinned on its own never shows +N.
Are pins shared between my characters?
No. Each character has its own pins, saved separately. Switching characters loads that character's own list.
Does Recipe Pinner work with MyLittleUI?
Yes. AutoDetect can adjust the HUD layout when MyLittleUI is installed to reduce overlap with other UI elements.
The Pins button overlaps something. Can I move it?
Yes. MyPinsButtonPosition sets where it sits and MyPinsButtonSize how big it is, and both apply the moment you change them - open the config while the inventory is on screen and you can watch the button move. X grows to the left and Y grows upward. If another mod rearranges the crafting panel, this is the setting that gets the button out of its way.
Does Recipe Pinner block my controls on purpose?
Yes, in two places, and only while something of its own is open. While the My Pins panel or one of its dialogs (group name, confirmation, controls info) is on screen, Recipe Pinner blocks player input and keeps the inventory from closing - so that typing a group name does not swing your axe, and so that a key press does not close the window out from under a confirmation prompt. Both stop the moment the panel or dialog closes.
This is worth knowing because it is the most likely place for a conflict with another mod that takes over input or the inventory window. If something behaves oddly, close My Pins and any open dialog and try again. If the problem only happens while one of them is open, it is an interaction with this mod - please report it and name the other mod.
Can I change the controls?
Yes. Hotkeys can be changed from the config. Using Configuration Manager is recommended.
Why did some config settings reset after updating?
Version 1.3.0 reorganized the config categories to make settings easier to find. If a setting moved to a new category, its old value may not have carried over.
If you are coming from 1.2.x, it is worth launching once, opening the config, and glancing over the layout, hotkey, Chest Scanner and Gathering List sections. Nothing is broken if you skip it - you may just be running a default you did not choose.
Why are some translations imperfect?
Recipe Pinner includes language files for every Valheim-supported language, but some translations were AI-assisted. Please report incorrect or awkward translations.
Will this mod disable my achievements?
Valheim switches achievements off while any mod is installed. That is the game's own check and every mod trips it, Recipe Pinner included - but it is not permanent, and it is not something the mod does to you. The modded flag only exists in the running game, so removing your mods turns achievements back on.
What is permanent is the game's own cheat marking: console cheats are recorded on your character, spawned items stay marked as cheated for as long as you keep them, and world modifiers are recorded on the world. Recipe Pinner does none of these - it reads your inventory and draws a HUD. It runs no console commands, spawns nothing and changes no world setting.
Since Valheim 1.0.12 you can also opt back in while still modded. With the console enabled, run:
yesiuseddevcommandsbutiwantmyachievementsanyway 1
The setting is saved on your character, so once is enough.
🐞 Known Issues
Nothing outstanding at the moment. If you run into something, please report it - see Support And Feedback below.
The mod's own shortcuts are keyboard and mouse only, so controller players will not see them in Valheim's button-hint bar. Gamepad support is on the ideas list rather than the bug list, since the mod has never bound controller input.
🧭 Future Ideas
These are features I may consider for future updates:
- Group readiness bar: split a group's accent bar into one segment per member, so a single glance tells you which recipes in the project are already craftable. The third recipe in the group lights up the third segment.
- Chest Scanner support in the readiness bar: turn the accent bar yellow when a recipe is craftable only with nearby chest contents, matching how material counts already behave.
- Pinned recipe highlight: draw a border around pinned recipes inside the crafting panel so you can see what is already pinned at a glance. This one may not be feasible.
- Hold-to-pin quantity preview: hold the Pin hotkey to choose how many copies to pin - a slider and a typed number, with cancel and confirm - instead of pressing the key once per copy.
- ✅
Pin keybind hint: show the Pin control in the crafting menu's hint bar, next to Move and Use, so new players can discover the pin key without opening the config.Added in 1.5.0. - Station requirement on the pin: show which crafting station a recipe needs and at what level, so a pin can tell you that the materials are ready but the station is not.
- Ready-made pin sets: a button in My Pins that pins a whole set at once - an iron kit, a bronze kit - without picking the recipes one by one.
- Share a group to chat: send a group's material list into the chat window, so the rest of a co-op party knows what to collect.
- Gamepad support: the mod's shortcuts are keyboard and mouse only today, so its hints do not appear for controller players either.
- Material gathered notification.
- Auto-sorting craftable pins to the top.
- Visual chest highlighting for required materials.
- More compatibility improvements with other UI and crafting mods.
- VNEI compatibility.
🤖 AI-Assisted Development
Starting with version 1.3.0, I want to be transparent that Recipe Pinner was developed with significant AI assistance. In practice, I think AI-Assisted describes the situation more accurately than AI-Generated.
Earlier versions also used AI assistance, but in a much more limited way: mainly to help locate the relevant parts of the Valheim/BepInEx APIs and referenced Valheim game DLLs, understand which classes or methods were useful for the mod, investigate possible bugs, and reason about edge cases.
Version 1.3.0 was different. I originally tried to build the new systems without heavy AI help, but I could not get them to a release-ready state on my own. In the Work in Progress section, I had said the update might be released within about a month; it is now close to three months, and this is the main reason it took longer. Development started well, but as My Pins, Pin Groups, expanded group management, save/order handling, and release-blocker fixes grew more complex, I started getting stuck and chose to rely on AI assistance much more than before.
That does not mean the mod was released without human review. The final decisions, testing, in-game validation, release judgment, and responsibility for the mod are still mine. I reviewed the changes, tested the behavior in Valheim, and validated the release manually before publishing.
Thank you for using Recipe Pinner.
☕ Support My Work
If Recipe Pinner makes your Valheim life easier, you can support development here:
🔗 Mirrors
💬 Support And Feedback
Found a bug, translation issue, or compatibility problem?
Contact me on Discord:
kadrio
Or create an issue on GitHub:
Pin it. Group it. Gather it. Build it.
See you in Valheim.
