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FulingWorkforce
Recruit Fulings for production, lumberjacking, fire keeping, chest sorting, animal care, repairs and expeditions.
By Crasssam
| Date uploaded | a day ago |
| Version | 1.0.0 |
| Download link | Crasssam-FulingWorkforce-1.0.0.zip |
| Downloads | 26 |
| Dependency string | Crasssam-FulingWorkforce-1.0.0 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2350ValheimModding-Jotunn
Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.
Preferred version: 2.30.2README
Fuling Workforce 1.0.0
Recruit surrendered Fulings for a one-time 20-coin payment, then operate farms, machines, fermenters, fires, chest sorting, lumberjacking, animal enclosures, repairs and expeditions through job-specific bunks and named posts.
Post-based workers wander within 5 metres of their linked post and idle for a random 0–25 seconds between destinations. Combat takes priority, while Guards and departing Explorers retain their specialised movement.
Farming
- Build and name a Farming Post with E.
- Name an ordinary nearby chest with Shift + E.
- Link the Farming Post to that storage name with Shift + E.
- Build a separate Farming Bunk and link it to the Farming Post name with Shift + E.
- Assign an unassigned recruited Fuling at the bunk.
- The Fuling stays near the post while the post harvests, stores and replants one crop at a time.
- Hover text reports missing workers, links, storage, seeds, mature crops and chest capacity.
Barley, flax, carrots, turnips, onions, their seed crops, magecaps and jotun puffs are supported. Vegetable seeds must be kept in the linked chest. Barley, flax and supported Mistlands crops replant from their harvest.
Kiln and Smelter Operators
- Kiln Bunks only assign Kiln Operators and link to named Kiln Posts.
- Kiln Posts use separate named wood and coal-output chests.
- Smelter Bunks only assign Smelter Operators and link to named Smelter Posts.
- Smelter Posts use separate named ore, coal and metal-output chests.
- Press Ctrl + E on a machine post to select a chest field, then use Shift + E to enter its storage name.
- Standard smelters and blast furnaces are supported; Eitr Refineries are excluded.
- Posts rotate across nearby machines and perform one safe, throttled transfer at a time.
- A Kiln output chest can also be used as the Smelter Post's coal chest.
Animal Keepers
- Animal Keeper Bunks only assign Animal Keepers and link to named Animal Keeper Posts.
- Posts manage tamed boars, wolves and lox within a configurable radius.
- Each species has its own population limit, defaulting to 10.
- Below the limit, the highest-quality pair of adult breeders is fed first from a named food chest.
- At the limit, one lowest-quality surplus adult is culled to make room for another birth.
- The best two adults, babies, named animals, saddled animals and pregnant animals are protected.
- Normal animal drops are collected into a separate named products chest; culling pauses if that chest is full or unavailable.
- Use Ctrl + E to select the food or products chest field, then Shift + E to enter its storage name.
Repairers
- Repairer Bunks only assign Repairers and link to named Repair Posts.
- An assigned Repairer stays near the post while it maintains nearby structures.
- Posts repair the most damaged eligible player-built structure first.
- One structure is repaired per configurable work interval within a configurable radius.
- Repairers do not require storage or consume building materials.
- Non-player structures are ignored; Valheim's own repair operation validates each damaged piece.
Expedition Managers
- Expedition Manager Bunks link to named Expedition Posts.
- Shift + E on a post links the nearest vanilla cartography table within 15 metres.
- Ctrl + E enlists a nearby unassigned recruit as an Explorer, to a maximum of 10.
- Explorers visibly depart and disappear at distance while their persistent post count remains.
- Every 10 minutes by default, each Explorer can record one new nearby dungeon or landmark.
- Reading the linked cartography table imports those discoveries as appropriately named dot markers without duplicating existing pins.
- Report interval, discovery radius and table-link range are configurable.
Bartenders
- Bartender Bunks link assigned Bartenders to named Bartender Posts.
- Posts use separate named mead-base and finished-mead chests.
- Nearby sheltered fermenters are loaded, tapped and collected automatically, one operation at a time.
- Put a finished fermenter product on a vanilla item frame and press Shift + E to register it to the nearest Bartender Post.
- Empty registered frames are restocked with their saved product from the finished-mead chest.
- Frame product choices and post links persist across save/reload, including while a frame is empty.
- Occupied frames are never overwritten. Ctrl + E clears a Bartender link without removing the displayed item.
- Fermenter, storage and serving-frame ranges plus work timing are configurable.
Fire Keepers
- Fire Keeper Bunks link assigned Fire Keepers to named Fire Keeper Posts.
- Each post uses a named fuel chest and services compatible fuelled fires within 100 metres by default.
- One fuel is added only when a fire has 1 fuel or less remaining; fires are no longer filled to maximum.
- Fuel is matched against each fire's own configured fuel item.
- Fires are cached and rescanned every 15 seconds by default to keep the large range inexpensive.
- Radius, work interval, scan interval and storage range are configurable.
Chest Sorters
- Chest Sorter Bunks link assigned workers to named Chest Sorter Posts and a named input chest.
- Ctrl + E on an ordinary chest toggles whether it is a sorter-controlled destination.
- Items move only into controlled nearby chests that already contain the same item.
- Empty controlled chests, non-matching chests, uncontrolled chests and the input chest are never used as destinations.
- Each transfer moves the largest portion of the source stack that fits.
- Sorter range, input range and work timing are configurable.
Lumberjacks
- Lumberjack Bunks use the shared job-post range, which defaults to 100 metres.
- Each post uses one named wood-output chest and works within a 30-metre radius.
- At most one mature beech is processed every 60 seconds.
- Each beech produces 20 Wood and is replaced immediately by a free beech sapling at the same position.
- Other species, saplings, logs and stumps are ignored.
- A tree remains untouched if the output chest cannot accept the full harvest or replanting is unavailable.
Every bunk remains job-specific and only connects to its matching route or post type. Hauler and the old Scout job remain intentionally absent; Expedition Manager now supplies the map-discovery workflow.
All multiplayer clients and the server need the same mod version. Back up the world before upgrading.
CHANGELOG
Changelog
1.0.0
- First public release of Fuling Workforce.
- Recruit Fulings and assign them to Guard, Farmer, Kiln Operator, Smelter Operator, Animal Keeper, Repairer, Expedition Manager, Bartender, Fire Keeper, Chest Sorter and Lumberjack jobs.
- Existing 0.12 worlds, assignments and links remain compatible.
0.12.0
- Added lightweight work wandering around linked posts for all non-Guard, non-Explorer workers.
- Workers move to random points within 5 metres, idle for 0–25 seconds and resume after combat.
- Added shared Jobs settings for wander radius and maximum idle duration.
0.11.1
- Lumberjack Bunks now use the normal 100-metre job-post range.
- Fixed harvested Wood disappearing from the output chest after it was initially deposited.
0.11.0
- Added a separate Lumberjack Bunk and named Lumberjack Post with a Lumberjack-specific 50-metre link range.
- Added one named wood-output chest per post.
- Active posts process at most one mature beech every 60 seconds within a configurable 30-metre radius.
- Each processed beech stores 20 Wood and plants a free replacement beech sapling at the original position.
- Other tree species, saplings, logs and stumps are ignored.
- Lumberjack Posts pause without touching the tree when storage cannot accept the full harvest or prefab data is unavailable.
- Added persistent job, post, storage, status and processed-tree counts plus recipes and configuration.
0.10.2
- Fixed fireplace fuel being read as zero, which caused full fires to receive repeated fuel requests.
- Fire Keepers now read the networked fireplace fuel value and consume chest fuel only after a confirmed increase.
0.10.1
- Fixed Fire Keepers rapidly draining their fuel chest by filling every fire to maximum.
- A Fire Keeper now adds one fuel only when a fire has 1 fuel or less remaining.
0.10.0
- Added Fire Keeper Bunks and Posts with named fuel storage and a configurable 100-metre fire radius.
- Added cached, throttled fueling for compatible campfires, hearths, bonfires, braziers and other
Fireplaceobjects. - Added Chest Sorter Bunks and Posts with a named input chest.
- Ctrl + E toggles ordinary chests as persistent sorter-controlled destinations.
- Sorters only add items to controlled chests already containing that item; empty, non-matching and uncontrolled chests are excluded.
- Added configurable ranges and work timing for both jobs.
0.9.1
- Fixed Bartender item-frame controls: E is vanilla place/take, Shift + E registers, and holding E no longer registers.
- Ctrl + E continues to clear the Bartender link without removing the displayed item.
0.9.0
- Added Bartender Bunks and named Bartender Posts with separate mead-base and finished-mead chests.
- Added automatic loading, tapping and collection for nearby sheltered vanilla fermenters.
- Added persistent Shift + E serving-frame registration using a displayed fermenter product as the stock template.
- Empty registered frames restock from finished-mead storage; occupied frames are never overwritten.
- Added Ctrl + E unlinking and configurable work, storage, fermenter and serving-frame ranges.
0.8.0
- Added Expedition Manager Bunks, named Expedition Posts and linked vanilla cartography tables.
- Added up to 10 persistent Explorers per post, enlisted from nearby unassigned recruits with Ctrl + E.
- Explorers visibly depart before despawning, while active posts periodically record nearby dungeons and landmarks.
- Reading the linked table imports discoveries as named dot markers without duplicate pins.
- Added configurable report timing, discovery radius and table-link range.
0.7.1
- Fixed ordinary damaged structures being skipped by Repair Posts.
- Corrected the meaning of Valheim's repair-mode piece flag and delegated final validation to
WearNTear.Repair().
0.7.0
- Added separate Repairer Bunks and named Repair Posts.
- Repair Posts maintain nearby eligible player-built structures without storage or material requirements.
- Repairs prioritise the most damaged piece and process one structure at a time.
- Added configurable radius and work interval plus persistent links, status and repair totals.
0.6.3
- Fixed surplus adult animals not being culled at the population limit.
- Preserved normal drops by using Valheim's death check after setting health to zero.
- Improved protected-animal and failed-culling status messages.
0.6.2
- Fixed recognised chest food not updating an animal's fed state.
- Corrected the Valheim tameable method used for container feeding.
0.6.1
- Fixed compatible animal food stored in linked chests being rejected by Animal Keeper Posts.
- Added matching against the animal's configured Valheim food list.
0.6.0
- Added separate Animal Keeper Bunks and named Animal Keeper Posts.
- Added configurable breeding limits for tamed boars, wolves and lox.
- Added highest-quality breeder feeding and protected lowest-quality surplus-adult culling.
- Added separate named food and products chests with automatic drop collection and full-output safety.
0.5.5
- Added Valheim 1.0.7's required
cheatedflag to wood and ore machine-input requests. - Fixed input RPC stream errors for charcoal kilns and smelters.
- The builder removes duplicate nested copies of the mod from the selected Thunderstore profile.
0.5.4
- Fixed wood and ore payloads failing while payload-free coal transfers succeeded.
- Added an accurate smelter status when compatible ore cannot be transferred.
0.5.3
- Fixed the v0.5.2 builder compile error in kiln status handling.
0.5.2
- Fixed Kiln and Smelter Posts sending input through Valheim's owner-routed machine RPCs.
- Fixed compatible wood remaining in storage while an empty charcoal kiln was incorrectly reported as loaded.
- Added accurate kiln statuses for full queues and failed transfers.
0.5.1
- Replaced Hold E with Ctrl + E for selecting a Kiln or Smelter Post chest field.
- Kept E for the post name and Shift + E for the selected chest name.
- Prevented machine-post hold events from reopening the text-entry window.
0.5.0
- Added separate Kiln Operator and Smelter Operator jobs with their own bunks and named posts.
- Kiln Posts use separately named wood and coal-output chests.
- Smelter Posts use separately named ore, coal and metal-output chests.
- Added support for nearby charcoal kilns, standard smelters and blast furnaces.
- Added round-robin, throttled machine servicing and safe output collection.
- Machine posts pause rather than loading more material when output storage is full or unavailable.
0.4.0
- Added job-specific Farming Bunks and named Farming Posts.
- Added persistent names to ordinary storage containers through Shift + E.
- Farming Bunks link Farmers to same-type posts; posts link to named nearby storage.
- Farming Posts now own harvesting, storage and replanting while the Fuling stays near the post.
- Added clear hover status for missing workers, posts, storage, seeds, mature crops and chest capacity.
- Added controlled one-crop-at-a-time processing for barley, flax, vegetables, seed crops and Mistlands field crops.
0.3.1
- Added named Patrol Points with named next-point links.
- Added shared looping routes, 40-metre point spacing and the existing 100-metre Guard Bunk boundary.
- Guard Bunks can select a starting point with Shift + E and display route validation.
- Multiple Guards can share one route and start at staggered points.
- Guards pause at points and skip unreachable targets after 45 seconds.
0.3.0
- Rebuilt around surrender, recruitment, following and the Guard job only.
- Added layered protection that prevents surrendered Fulings from taking further damage or dying before recruitment.
- Preserved recruited Fulings and Guard assignments while resetting old Farmer, Hauler and Scout assignments to Unassigned.
- Removed the unstable Farmer, Hauler and Scout implementations pending separate tested updates.
0.2.4
- Restored the Hauler pack UI by handling both Fuling and attached-container interaction paths.
- Restored job hover text on the character and Hauler pack targets.
- Moved Scout discovery import to the cartography table's Read action and suppressed its incorrect vanilla empty message.
0.2.3
- Destroyed bunks now release their worker for reassignment.
- Added job names to recruited Fuling hover text.
- Persisted Scout discoveries on the bunk, added a record count and replaced the linked table's vanilla empty response with direct Scout import.
- Preserved Hauler packs through job/bunk changes and made their contents drop on death.
- Fixed grown barley harvesting by performing Pickable interaction through a loaded Player.
0.2.2
- Fixed assignments and recruited state persisting across reloads, with recovery for existing tamed Fulings.
- Fixed Scout cartography-table spawning.
- Reduced the Farmer station to one rotated output chest and improved harvesting/collection.
- Replaced the Mining Wagon with an interactable 16-slot Hauler inventory.
- Silenced tamed Fulings.
0.2.1
- Fixed bunk prompts to show E and Hold E.
- Limited input/output chests to the Farmer Bunk.
- Added a linked cartography table and full table materials to the Scout Bunk.
- Made Mining Wagon workers directly attach to and pull their cart.
- Linked every station's parts for whole-station dismantling and destruction.
0.2.0
- Reworked job stations into smaller Fuling Job Bunks.
- Added two chests at opposite ends of each bunk.
- Added clear bed-based assign, recall and unassign controls with status text.
0.1.1
- Fixed severe performance loss when Fulings were loaded.
- Wild Fulings now have no per-frame workforce processing.
- Replaced repeated world-wide searches with cached or local searches.
0.1.0
Initial test release with recruitment and four jobs.