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All mods and settings
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Building Tweaks: all mods and settings
Building rules you choose, longer station upgrade range, no weather damage, area repair, roof swapping, wall rugs and a hoe that really levels.
Below: every mod in this pack in detail, with all its settings and their defaults.
How it works
- Open the settings (F1). At the top, 0 - Sub-mods has a switch for every mod in this pack: turn on only what you want. Switching one off removes it right away, no restart.
- Below that, every mod has its own settings, under its name.
- F1 needs a config manager mod, e.g. ConfigurationManager by shudnal
(included in Digi Modpack). Without one the mods
still run with their default settings, and you can change the settings in r2modman: Config editor →
digi.valheim.building.cfg. - Upgrading from the separate DigiTeam mods: your settings are copied over automatically the first time. Remove the separate ones (a mod that is still installed separately is skipped here).
- Mods that need another mod only start when that mod is installed; the rest work without it.
| Mod | What it does | Needs | Default |
|---|---|---|---|
| Build Restrictions | Choose which building rules apply, set by the host for everyone. | - | on |
| Station Extension Range | Station upgrades connect from further away and can stand next to each other. | - | on |
| No Weather Damage | No rain damage on your buildings, and docks don't rot in water. | - | on |
| Repair Nearby | Press Keypad + to repair every damaged building piece around you. | - | on |
| Roof Swap | Swap thatch roofs to darkwood shingles in one click. | - | on |
| Rug Lift | Nordic Rugs stop clipping into stone floors, and can hang on walls. | Nordic Rugs | on |
| Level Strength | Makes the hoe's Level ground actually flatten the whole area. | - | on |
Build Restrictions
Switch: F1 → 0 - Sub-mods → Build Restrictions (on by default).
Choose which building restrictions apply. Every rule can be switched off on its own. The host sets them and they are the same for every player (synced with Jotunn).
Rules
Invalid placement (e.g. a campfire on a wooden floor), player in the way, no-build zones (trader, boss altars), space needed, teleport areas, extensions without their station, missing workbench, biome restrictions, cultivated ground, dirt requirement, dungeons - or all at once.
Defaults
"Ignore invalid placement" and "Ignore dungeon restrictions" are on; everything else is off (vanilla).
Settings (F1)
In F1 these are under Build Restrictions - ..., below the switches.
Restrictions
| Setting | Default | What it does |
|---|---|---|
| Ignore all restrictions | off | Turns every rule below off at once. Set by the host, the same for everyone. |
| Ignore invalid placement | on | Place pieces where the game says "Invalid placement", e.g. a campfire on a wooden floor, ground-only pieces on floors, or pieces on steep slopes. Set by the host, the same for everyone. |
| Ignore player in the way | off | Build even when a player is standing where the piece goes. Set by the host, the same for everyone. |
| Ignore no-build zones | off | Build in protected places like the trader's camp and boss altars. Set by the host, the same for everyone. |
| Ignore space needed | off | Build pieces that need free space around them (like beds and portals) in tight spots. Set by the host, the same for everyone. |
| Ignore teleport areas | off | Place pieces that are normally only allowed in special teleport areas anywhere (rarely matters). Set by the host, the same for everyone. |
| Ignore extension without station | off | Build station upgrades (chopping block, tanning rack, forge bellows, ...) without their crafting station nearby. Set by the host, the same for everyone. |
| Ignore missing workbench | off | Build without a workbench (or the other station a piece needs) nearby. Set by the host, the same for everyone. |
| Ignore biome restrictions | off | Build pieces that are limited to certain biomes anywhere. Set by the host, the same for everyone. |
| Ignore cultivated ground | off | Plant crops and saplings without cultivated ground. Set by the host, the same for everyone. |
| Ignore dirt requirement | off | Place pieces that need dirt or grass on any ground. Set by the host, the same for everyone. |
| Ignore dungeon restrictions | on | Build inside dungeons, crypts and other places where building is normally blocked. Set by the host, the same for everyone. |
Station Extension Range
Switch: F1 → 0 - Sub-mods → Station Extension Range (on by default).
Station upgrades (chopping block, tanning rack, forge bellows, ...) connect from further away and can be built right next to each other.
Features
- One connection distance for all stations (default 30 m, vanilla 5 m).
- Optional own distance per crafting station (workbench, forge, cauldron, ... and modded stations).
- Changes apply right away to upgrades that are already built.
Settings (F1)
In F1 these are under Station Extension Range - ..., below the switches.
General
| Setting | Default | What it does |
|---|---|---|
| Enabled | on | Turn the mod on or off. |
| Connection distance (m) | 30 | How far a station upgrade (chopping block, tanning rack, forge bellows, ...) can be from its crafting station, in meters. Normal is 5. Stations with their own distance under "Per station" use that instead. (range 1 to 100) |
| Allow extensions next to each other | on | Upgrades of the same kind can be built close together (normally blocked). |
Per station
| Setting | Default | What it does |
|---|---|---|
| Artisan Table (m) | 0 | Own connection distance for Artisan Table upgrades, in meters. 0 = use the general distance. (range 0 to 100) |
| Black Forge (m) | 0 | Own connection distance for Black Forge upgrades, in meters. 0 = use the general distance. (range 0 to 100) |
| Cauldron (m) | 0 | Own connection distance for Cauldron upgrades, in meters. 0 = use the general distance. (range 0 to 100) |
| Forge (m) | 0 | Own connection distance for Forge upgrades, in meters. 0 = use the general distance. (range 0 to 100) |
| Galdr Table (m) | 0 | Own connection distance for Galdr Table upgrades, in meters. 0 = use the general distance. (range 0 to 100) |
| Workbench (m) | 0 | Own connection distance for Workbench upgrades, in meters. 0 = use the general distance. (range 0 to 100) |
| Apiary (m) | 0 | Own connection distance for Apiary upgrades, in meters. 0 = use the general distance. (range 0 to 100) |
No Weather Damage
Switch: F1 → 0 - Sub-mods → No Weather Damage (on by default).
Protects your buildings from rain and water wear.
Features
- Rain: pieces without a roof do not lose health in the rain. Optionally allow some damage, or protect only (or all except) pieces matching a list of words.
- Water: pieces standing in water or just above it (docks, piers, boathouses) do not rot. Ships stay vanilla.
- Light and safe: only the game's one "is it wet?" check for wear is changed. Snow, ash, lava, support and fire behave as normal, and wet wood still does not catch fire.
Settings (F1)
In F1 these are under No Weather Damage - ..., below the switches.
Rain
| Setting | Default | What it does |
|---|---|---|
| Protect from rain | on | Buildings without a roof do not lose health in the rain. |
| Max rain damage (%) | 0 | How much health rain may still take from a piece: 0 = none, 50 = normal (rain normally stops at half health). (range 0 to 50) |
| Which pieces | All | All = protect every piece. OnlyListed = only pieces that match the list below. AllExceptListed = every piece except those. (options: All, OnlyListed, AllExceptListed) |
| Piece list | (empty) | Words matched against piece names, comma-separated, e.g. "wood_floor, roof". |
Water
| Setting | Default | What it does |
|---|---|---|
| Protect from water | on | Pieces standing in water or just above it (docks, piers, boathouses) do not rot. Ships are not affected. |
| Waterline height (m) | 2.5 | How far above the water a piece still counts as "at the water", in meters. (range 0 to 10) |
Repair Nearby
Switch: F1 → 0 - Sub-mods → Repair Nearby (on by default).
Press one key to repair every damaged building piece around you: no hammer, no workbench, no cost.
An English version of EasyRepairArea by Fernasz (MIT licence), with the same behaviour.
Features
- Keypad + repairs all damaged building pieces within 100 m.
- Shows how many pieces were repaired.
- Does nothing while you type in chat or the console.
Credits
Original mod: EasyRepairArea by Fernasz (FZ), MIT licence.
Settings (F1)
In F1 these are under Repair Nearby - ..., below the switches.
General
| Setting | Default | What it does |
|---|---|---|
| Enabled | on | Turn the repair key on or off. |
| Radius (m) | 100 | Building pieces up to this many meters from you are repaired. (range 1 to 200) |
| Key | KeypadPlus | Key that repairs all damaged building pieces around you. |
Roof Swap
Switch: F1 → 0 - Sub-mods → Roof Swap (on by default).
Unlocked shingle (darkwood) roofs, but your houses still have thatch? Roof Swap adds a tool to the hammer that replaces thatch roof pieces with the shingle piece of the same shape, at exactly the same position and rotation.
How to use
- Equip the hammer and select Roof Swap in the build menu (type "Roof" in the filter).
- Aim at a thatch roof piece and click: it becomes shingles.
- Hold Left Shift while clicking to swap the whole connected thatch roof at once.
Details
- All 12 thatch roof pieces (26°, 45°, 67°; flat, ridge, inner and outer corner) map 1:1 to their shingle version. Both use the same material, health and support values, so building stability does not change.
- The new piece costs its normal recipe, taken from your inventory first and then from nearby chests (player-built, not opened by anyone, accessible to you). For a whole roof the total cost is checked first; if anything is missing nothing changes and you see what is short.
- The old thatch drops its materials, like removing it with the hammer.
- Normal building rules apply: workbench in range, shingle roofs unlocked, no wards or no-build zones.
Notes
- Client-side tool. The swapped roofs are normal vanilla pieces, so other players see them without the mod.
Settings (F1)
In F1 these are under Roof Swap - ..., below the switches.
Roof Swap
| Setting | Default | What it does |
|---|---|---|
| Whole roof key | LeftShift | Hold this key while clicking with Roof Swap to swap every connected thatch roof piece at once. |
| Max pieces per whole-roof swap | 300 | Most pieces one whole-roof swap may change (safety limit). (range 10 to 2000) |
| Chest range (m) | 50 | Missing materials are taken from chests up to this many meters away. (range 0 to 100) |
Rug Lift
Switch: F1 → 0 - Sub-mods → Rug Lift (on by default).
Needs Nordic Rugs. Without it this mod stays off.
Add-on for Nordic Rugs (required, install it separately; it is not on Thunderstore).
Features
- No clipping on stone floors: Nordic rugs are lifted 3 cm (visual only), like vanilla rugs.
- Wall rugs: every rug gets a (wall) and a (wall, sideways) version in the hammer (Furniture), to hang as decoration.
- Wall rugs line up flat with the wall you aim at, at any angle, a few cm off the surface so log walls do not poke through.
- In the hammer, all versions of a rug are listed together, rugs in name order.
- Same materials as the floor rug.
Notes
- Everyone on a server needs the mod to see placed wall rugs.
Settings (F1)
In F1 these are under Rug Lift - ..., below the switches.
General
| Setting | Default | What it does |
|---|---|---|
| Lift (m) | 0.03 | How far Nordic Rugs float above the floor so stone floors do not poke through, in meters (0.03 = 3 cm, like normal rugs). 0 = off. (range 0 to 0.1) |
Wall rugs
| Setting | Default | What it does |
|---|---|---|
| Add wall versions | on | Add a "(wall)" version of every Nordic rug to the hammer's Furniture tab, to hang on walls. Needs a restart. |
| Add sideways wall versions | on | Also add a "(wall, sideways)" version: the wall rug turned 90 degrees. Needs a restart. |
| Gap from wall (m) | 0.03 | How far wall rugs hang from the wall, in meters, so bumpy log walls do not poke through. (range 0 to 0.2) |
Level Strength
Switch: F1 → 0 - Sub-mods → Level Strength (on by default).
The hoe's Level ground is really a smoothing operation: it blends towards the target height with a falloff and may move each point only about 1 m in total, so it barely flattens anything. This mod adds a strength slider.
Features
- Level strength: how strongly the whole radius is pulled to the target height (100% = perfectly flat).
- Max height change: how far one point may be raised or lowered by levelling (vanilla caps are 1 m / 8 m).
- Optionally applies to the cultivator too.
- Works with Advanced Terrain Modifiers (larger radius).
Notes
- Install on server and clients. Settings sync through Jotunn.
Settings (F1)
In F1 these are under Level Strength - ..., below the switches.
Level ground
| Setting | Default | What it does |
|---|---|---|
| Level strength | 0 | How flat the hoe's Level ground makes things: 0 = normal (only the middle gets flat), 100 = the whole circle becomes exactly flat. Set by the host, the same for everyone. (range 0 to 100) |
| Max height change (m) | 8 | How far one spot of ground can be raised or lowered in total by levelling, in meters. Normal is 8 (and only 1 for the hoe's Level ground). Set by the host, the same for everyone. (range 8 to 32) |
| Include cultivator | off | Also use this strength for the cultivator, which smooths the ground the same way. Set by the host, the same for everyone. |
Synced from the server, admin only.