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KydlDev-SteveTheTroll-2.0.0 icon

SteveTheTroll

Tame real trolls with the Fluffy Slippers. They follow, fight, farm wood and ore, unload into depots and work from Troll Hubs. Add the troll costume and club.

By KydlDev
Date uploaded 4 days ago
Version 2.0.0
Download link KydlDev-SteveTheTroll-2.0.0.zip
Downloads 32
Dependency string KydlDev-SteveTheTroll-2.0.0

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2202 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured and includes unstripped Unity DLLs.

Preferred version: 5.4.2202
ValheimModding-Jotunn-2.30.2 icon
ValheimModding-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: 2.30.2
KydlDev-KydlCore-1.1.0 icon
KydlDev-KydlCore

Shared runtime for all KydlDev mods: one UI root and theme, the KY hub window (F6; the one menu of every KydlDev mod) and the KY-Items category and registry.

Preferred version: 1.1.0

README

SteveTheTroll

Tame real trolls, put them to work, and wear a troll costume while they do it.

You craft a pair of plush Fluffy Slippers. Wear them near a wild troll for a minute and it becomes yours. Your trolls follow you, fight for you, fell trees, break rocks and ore veins, carry the loot home in a backpack and empty it into depots they build themselves. Build a Troll Hub to give them a base far from your bed. Add the Troll Mascot costume and the Troll Club for the full set and run with up to 5 trolls at your side.

Why install it

  • A new companion system: tamed trolls that are stronger than the wild ones, never hurt your house or your ship, and defend you.
  • Automatic resource gathering: wood, stone, ore and scrap collected for you, including things a normal axe or pickaxe cannot break (Yggdrasil shoots, ancient and scorched trees, Timberwood, giant remains, petrified Gammeltrolls).
  • Trolls that scale to how you play: one near you with the slippers, up to 5 with the full costume, 15 living in total.
  • Hubs for far-away bases: trolls work, unload and heal at a hub up to 1000 m from your bed.
  • Everything has an in-game menu (F6) and can be switched off in the config, part by part.

What you craft

  • Fluffy Slippers (workbench 1): 5 Troll hide, 4 Deer hide, 6 Blueberries. Utility slot: armor 5 (+1 per quality, up to quality 4), frost resistance. A little plush troll sits on each foot. Every upgrade costs 2 Troll hide + 2 Blueberries.
  • Troll Mascot costume: head, suit and trousers.
  • Troll Club: a whole tree trunk as a weapon.
  • Troll Hub: a big building made with the hammer (category KY-Items).

The slipper recipe shows up as soon as you pick up one of its materials. The costume and the club come after the slippers: their recipes appear once you have put the slippers on for the first time. Press F6 for the KY hub, the one menu of all KydlDev mods. SteveTheTroll adds tabs to it: the slippers in 3D with their stats, the costume, your trolls, their work list, hubs and settings. The tabs open as you progress: Costume after the set bonus has been active once, Troll Hub after your first hub is built, My trolls / Troll work / Trolls after your first tamed troll. Needs the KydlCore mod (installed automatically by the mod manager).

What the slippers do

Taming

Wear the slippers near a wild troll for a minute and it becomes yours, named Steve 1, Steve 2, ... You can rename them.

Tamed trolls have 3x the health and damage, move and swing 25 % faster, are immune to fire, frost, lightning, poison and spirit damage and resist pierce and slash. How many you can have:

  • One near you with the slippers alone.
  • Up to 5 near you with the whole costume.
  • Never more than 15 living tamed trolls in total per player.

In water from 1.5 m deep they wade three times as fast as they walk; in very deep water they swim up to three times their running speed and catch up when they fall behind. In water a following troll keeps 15 m away from you, so you have room to steer your boat. Tamed trolls never damage a ship.

More trolls near home

With the slippers on, wild trolls spawn 200 - 500 m from your bed in any land biome (never closer to the house), up to 2 at a time; with the whole costume up to 6. Ashlands and the Deep North count too when your bed is there. Without the costume's set power every troll spawned this way carries a club; with the set power half of them come unarmed. This is how you find trolls to tame.

Farming

A tamed troll fells trees and breaks rocks and ore veins on its own and picks up wood, ores and scrap within 50 m into a backpack of 4 chests. Choose what it should go for in the menu (Troll work tab), or let it follow its own priority list. While a troll is in the Ashlands, Mistlands or Deep North, the Troll work list also offers Blackwood, Black marble, Timberwood and Gold ore.

Orders

Press Mouse 4 (config [Trolls] AttackKey) while looking at:

  • a creature: your nearest troll attacks it,
  • a tree, rock or ore vein: it breaks it,
  • nothing: it starts farming.

The My trolls tab lists your trolls with their distance and buttons to call them (a far troll is brought next to you) or to kill one (asks first; its backpack drops).

Depots

A troll with a full backpack stops what it is doing and walks home to unload. It empties the backpack into troll depots that it builds 15 - 50 m from your bed (stacks of chests, up to 5 high; uneven ground is levelled first). If it cannot find a spot it tries again soon, and the depot is cleaned up once you have emptied it.

Stuck trolls

A troll that makes no progress towards what it walks to (a tree, a far farm place or its hub) for 3 seconds works its way out:

  1. If a tree, rock, log or creature blocks it, it goes into a rage for 5 seconds and smashes it. It never touches anything a player built and never a tamed creature; it walks around those.
  2. If that did not help it turns 90 degrees and walks up to 10 m, then recalculates its route.
  3. If it is stuck again soon after, it walks an L-shaped detour (10 m sideways, 10 m back towards its goal) over ground that is level, dry and free.
  4. Two such rounds in a row without success make it give up that one tree for 120 seconds and pick another one (every other tree stays available; the second round turns the other way first). A troll never gives up its hub: it keeps trying, turning the other way each round.
  5. Two trolls that meet head on both turn right, so they pass each other. Resting, swinging, being knocked back and standing still on purpose do not count as stuck.

Protection

Trolls defend you within 50 m. When you are hit with a troll within 10 m of you, it goes into a rage and swings at everything around you until you are left alone. A troll that is hit answers with ground slams, then goes back to work.

Fortress walls

Trolls with 2 stars break the walls of the Ashlands fortresses: when a wall stands between them and an enemy, when you send one at a wall with Mouse 4, or when you hit a wall yourself and they are near (they join in).

Home

Take the slippers off (or log out) and your trolls go home and wait 15 m from the bed (or at their hub). Within 15 m of your bed trolls never swing, so the house stays whole. Near the bed they heal quickly.

Map and Trolls tab

Every tamed troll has a pin on the map at its last known place. The Trolls tab shows each troll's health, stars, attacks, resistances, position, how full its backpack is and its distance from its hub (or from your bed when it has no hub).

The Troll Mascot costume and the Troll Club

Head, suit and trousers plus the Troll Club (a whole tree trunk). Slippers + the 3 pieces = the set Steve The Troll:

  • +50 % movement speed
  • +25 % carry weight
  • -50 % stamina usage
  • 75 % less stagger
  • up to 5 tamed trolls near you

The Costume tab appears once you have crafted all four costume items.

Troll Club: 150 blunt, 50 chop, 50 pickaxe (+35 / +20 / +20 per upgrade, quality 4: 255 / 110 / 110), strong knockback, durability 500. Secondary attack: a wide horizontal swing for double damage. At any quality it fells Yggdrasil shoots, scorched trees and Timberwood trees and breaks giant remains and petrified Gammeltrolls; fortress walls are too much even for the club.

Troll Hubs

A hub is a base for your trolls far from your bed. You can build one with the hammer once the Steve The Troll set bonus has been active (50 wood, 20 copper ore, 20 tin ore, 20 resin, 50 stone); look for the HUB sign icon in the KY-Items category. Removing a hub with the hammer gives back what it cost.

  • Up to 10 hubs per player, at least 1000 m apart. Each serves a 500 m circle.
  • Trolls go to their hub when you log out or take the slippers off, unload there and heal there like at the bed.
  • A troll uses the hub you assigned in the Troll Hub tab (F6), or the nearest one within 1000 m ( [TrollHub] AutoAssign).
  • Each hub has a sign (HUB 1, 2, 3 ...). Rename and style it with the pen in the tab or with E on the sign.
  • A troll with a hub does not farm further than 950 m from it. If it ends up more than 1000 m away (and you have not told it to follow you) it walks back until it is inside 950 m, then goes back to work. It only stops for a new follow order or when it or you are attacked.
  • With hubs on and the set bonus active, trolls inside a hub circle are 50 % faster than vanilla (instead of 25 %). Trolls with no hub within 1250 m work at half speed.

How to use

  • Craft the slippers at the workbench and put them on (that also unlocks the costume recipes). Find a wild troll and stay near it for a minute.
  • F6 opens / closes the KY hub (KydlCore), Esc closes it.
  • Mouse 4 orders your nearest troll.

Configuration

BepInEx/config/com.kydldev.SteveTheTroll.cfg (or the in-game config manager):

Section Setting Default What it does
General EnableAll true Switches the whole mod on / off while playing
Slippers Enable true The Fluffy Slippers and the mini trolls on the feet. Off: the Slippers tab goes away at once; the item is added at game start, so turning it on needs a restart
Costume Enable true The Troll Mascot costume, club and set power. Off: the Costume tab goes away at once; turning it on needs a restart
Trolls Enable true Taming and farming of real trolls, backpack, depots, map pins, extra trolls. Off: the troll tabs and the background troll work stop at once, the rest after a restart; turning it on needs a restart
Trolls AttackKey Mouse 4 Orders your nearest troll
TrollHub Enable true Troll hubs. Off: trolls use the bed and the Troll Hub tab goes away at once; turning it on needs a restart
TrollHub AutoAssign true A troll without a chosen hub uses the nearest one within 1000 m
DebugLog Enable false Detailed lines in the BepInEx log for bug reports

Edits to the file are picked up while the game runs.

Multiplayer

Every player and the server need the mod, in exactly the same version (and the same KydlCore version); a different version is refused when joining. Each player's trolls belong to that player and work around that player's bed or hubs.

Bug reports

Turn on [DebugLog] Enable, reproduce the problem, and attach BepInEx/LogOutput.log.

CHANGELOG

Changelog

2.0.1

  • New: ride your troll. Craft the Troll Halter and Seat (workbench level 3: 15 Wolf pelt, 15 Linen thread, 10 Iron, 10 Round log), keep it in your inventory and press the alternative interact key on one of your tamed trolls. The halter and a seat basket go on the troll and you sit in the basket. You steer with the movement keys and the camera, Shift (or autorun) makes it run, the left mouse button swings its weapon and the right one does the overhead chop; the same key (or the Use key) gets you off. A ridden troll takes no farm, guard or hub orders, your other trolls still guard you. The item is never used up; after a death it is in your tombstone. Other players do not see the halter and seat yet. Config [Riding] Enable.
  • While you ride, the rider sits on the seat in every frame: the seat hangs on the troll's back and moves with its breathing, walking and swings, and the rider moves and leans with it. A ridden troll is moved only by its rider: its own farming, way-finding and idle behaviour are off until you get off, then it takes up its work again.
  • Trolls no longer swing at anything within 15 m of a Troll Hub's outer edge (trees, rocks and creatures there are left alone, like around the bed).
  • Trolls walk around plain rocks that give nothing instead of smashing them.
  • Trolls no longer pick up Stone and Grausten into their backpack.
  • Names of targets in the troll messages are in English.
  • Fixed: with lower graphics settings, a troll far away from you no longer stops moving. The mod now follows the game's own simulation distance and keeps every zone the game does not run around your far trolls.
  • New: no wild creature spawns within 50 m of a Troll Hub's outer edge, the same protected base area a workbench gives (config [TrollHub] NoSpawnRadius, 0 = off, applies after a restart).
  • A troll that stands still on its way somewhere is now noticed after 10 s: you get a message, its map pin shows "stuck", and the mod tries to free it (keeps its area loaded, rebuilds it, then moves it along its way). The trolls are also listed in BepInEx/config/SteveTheTroll/<world name>_<world uid>/trolls.json.
  • Trolls now walk down and up cliffs: when the game finds no path to a tree, rock, far farm place or the way home, the troll walks the straight line itself over the terrain (up to 80 m, up to 40 m height difference) instead of giving the target up. It works in every walk a troll makes, not only on the way home.
  • A troll with a hub that has farmed everything around it now walks on to look for more (150 m at a time, the zones load around it) until it is 950 m from its hub; when nothing is left it tells you once and suggests planting trees or building a new hub elsewhere.
  • A troll you are looking at (standing still on purpose) is no longer treated as stuck.
  • A troll no longer stands guard over a creature it cannot hit inside the bed no-hit zone; it goes back to farming after 5 s.
  • Added a flight recorder to the diagnostics: when a troll stalls, the facts of every troll are saved to a file next to the log (needs KydlCore 1.1.0).
  • The developer console commands (stt_..., test helpers) now stay locked until you type stt_unlock <word>; the word is the new setting [General] UnlockWord in your config (empty = they stay locked). The stt_freeze / stt_unfreeze commands are gone.
  • Changed: every Troll Hub distance (the 500 m circle a hub serves, the 950 m farm limit, the 1000 m reach, the 1250 m half-speed limit and the 1000 m between two hubs) now counts from the hub's outer edge instead of its middle. Each one reaches about 15 m further out; two hubs need about 1031 m between their middles. The depot ring of a hub (new depots 15 - 50 m away) counts from the hub's outer edge as well; depots that already stand nearer to a hub are still used.
  • The "trolls from your last visit are missing" message is shown once for each missing troll, not again at every login.
  • Fixed: a full troll that gets within 10 m of its depot now unloads at once, also while it is still walking down a cliff towards it (before, a depot built at the foot of a cliff could keep the troll standing next to it for up to 40 s).
  • Performance: unloading a full backpack into the depot no longer stops the game for a moment (96 stacks took about 0.05 s instead of about 1.5 s in the test world), and the search for trees and rocks drops far-away objects earlier.
  • Fixed: the game log is no longer flooded with "Physics.ClosestPoint can only be used with ..." warnings while a troll works its way past rocks (none in five full lab runs in a row of this version).
  • Every error the mod catches is now written to the log with the exact exception type and what the mod did instead, so the next bug report names the exception.

2.0.0

  • Tested in game with the full TestLab suite (63 tests): 3 green runs in a row on 2026-11-05, plus the ecosystem run with all 12 KydlDev mods loaded together.

  • After a fight (a creature attacking you, or a counter-attack) a troll goes back to the tree or rock you ordered it to break, instead of the nearest one.

  • A troll whose swings miss a creature at the edge of its reach steps closer instead of swinging at the air.

  • A troll on its way to a tree steps sideways around a friendly troll in its path instead of pushing it ahead.

  • The Troll Hub piece shows in the build menu only after the Steve The Troll set bonus has been active once, and it is then learned with the game's normal "new piece" message.

  • The F6 tabs open as you progress: Costume once the Steve The Troll set bonus has been active for the first time, Troll Hub once your first hub is built, My trolls / Troll work / Trolls once your first troll is tamed. This is remembered on the character (survives a relog).

  • After your first hub is built, the Trolls tab shows the distance "from hub", not "from your bed".

  • The Fluffy Slippers have a thicker, rounder cream rim around the opening (it was a thin ribbon before); new mod icon.

  • Multiplayer: every player needs exactly the same SteveTheTroll version (2.0.0 joins only 2.0.0) and the same KydlCore version.

  • The feature switches now apply while you play: turning [Slippers], [Costume], [Trolls] or [TrollHub] Enable off removes their F6 tabs at once (and, for the trolls, the background troll work). Turning a part ON that was off when the game started still needs a restart.

  • The slippers, the costume pieces, the Troll Club and the Troll Hub are listed in KydlCore's KY-Items registry.

  • Troll Hub: new build menu icon (the word HUB on a wooden sign).

  • The troll costume recipes (head, suit, trousers, Troll Club) now appear only after you have put on the Fluffy Slippers once: craft the slippers, wear them, then the costume. Characters that already know a costume recipe keep it.

  • Inside: the mod's code was reorganised (KydlDev mod standard). Nothing else should change.

  • Breaking: SteveTheTroll now needs the KydlCore mod (hard dependency). Install KydlCore as well.

  • The menu is now tabs (Slippers, Costume, My trolls, Troll work, Trolls, Settings) in the KY hub window of KydlCore ( F6); the own menu window and the [General] MenuKey setting are gone. The troll tabs show a note until you have a living tamed troll.

  • New config switches: [General] EnableAll, [Slippers] Enable, [Costume] Enable, [Trolls] Enable (taming, farming, backpack, depots, map pins). A switched-off part is not set up at all: restart the game after changing it.

  • The attack key moved from [Controls] AttackKey to [Trolls] AttackKey (set it again if you changed it).

  • [DebugLog] Enable writes detailed lines to the BepInEx log.

  • Troll Hub: a big building you make with the hammer (KY-Items; 50 wood, 20 copper ore, 20 tin ore, 20 resin, 50 stone) once the Steve The Troll set bonus has been active. Up to 10 per player, at least 1000 m apart, each serves a 500 m circle. Trolls go there when you log out, unload there and heal there like at the bed; a troll uses the hub you assigned in the new Troll Hub tab (F6) or the nearest one ([TrollHub] AutoAssign). Each hub has a sign (HUB 1, 2, 3 ...) you can rename and style with the pen in the tab or with E on the sign. With hubs on and the set bonus active, trolls with no hub within 1250 m work at half speed and trolls inside a hub circle are 50 % faster than vanilla (instead of 25 %). Removing a hub with the hammer gives back what it cost. [TrollHub] Enable switches it off.

  • Hub ranges: a troll uses any of your hubs within 1000 m, and a troll with a hub does not farm further than 950 m from it.

  • Walk back to the hub: a troll you have not told to follow you that ends up more than 1000 m from its hub walks back until it is inside 950 m and then farms again. Only a new follow order, or an attack on the troll or on you, interrupts the walk.

  • The Trolls tab shows "Distance from <hub name>" for a troll that has a hub (the bed otherwise); messages name the hub they talk about.

  • A troll with a full backpack now unloads first, even while it is farming. A depot that could not be removed because a chest window was open is retried; a troll that finds no depot spot tries again after 20 s.

  • The red hub notice is centred on the screen and is no longer cut off at the left on wide screens.

  • Stuck trolls: after 3 s without progress a troll rages against what blocks it (trees, rocks, logs, creatures; never anything a player built, never a tamed creature), then turns 90 degrees and walks up to 10 m, then an L-shaped detour. Two failed rounds make it give that one tree up for 120 s and take another; a hub is never given up, and the walk back to the hub has the same help now. Two trolls meeting head on both turn right.

  • Mini trolls on the slippers lean with the slipper (at most 50 degrees from upright) and turn smoothly instead of snapping when the slippers are put on.

  • Troll Mascot trousers: the legs no longer stretch between the thighs when you walk, run or sit.

  • Hub window 15 % wider; the Slippers / Costume / My trolls / Troll work / Trolls tabs use the Settings tab's text size.

  • Far-troll farming costs much less: the zones around far trolls are searched once a second instead of on every game object update (fewer stutters with many trolls).

  • Safer little trolls on the slippers: when the skin reading goes wrong they follow the foot instead of ending up under the sole.

1.0.0

  • First release.
  • Fluffy Slippers (utility slot, workbench 1): armor 5 (+1 per quality, up to 4), frost resistance, a little plush troll on each foot.
  • Troll taming with the slippers: a wild troll near you for a minute becomes yours (Steve 1, Steve 2, ... with a club, Spencer without). One tamed troll near you with the slippers, 5 with the whole costume, at most 15 living tamed trolls per player in total.
  • Tamed trolls: 3x health and damage, move and swing 25 % faster, immune to fire, frost, lightning, poison and spirit, resistant to pierce and slash. They wade 3x as fast from 1.5 m deep water and swim in very deep water up to three times their running speed (always a little faster than you when following, and catching up when far behind; faster acceleration and turning in water). In water a following troll keeps 15 m from you (room to steer the boat); tamed trolls never damage ships.
  • More trolls near home: with the slippers, trolls spawn 200 - 500 m from your bed in every land biome (Ashlands and Deep North included), 2 at a time, 6 with the costume. Without the set power all of them carry a club; with it half come unarmed.
  • Farming: trees, logs, rocks, ore veins and other breakables, Yggdrasil shoots, scorched and Timberwood trees, giant remains and petrified Gammeltrolls included. Focus per troll in the Troll work tab; Blackwood, Black marble, Timberwood and Gold ore are offered while the troll is in the Ashlands, Mistlands or Deep North. Wood, ores and scrap within 50 m go into a 4-chest backpack.
  • Depots: full trolls walk home and unload into troll depots 15 - 50 m from your bed (chest stacks up to 5 high, ground levelled).
  • Protection: trolls defend you within 50 m, rage when you are hit with a troll within 10 m, answer hits with ground slams. Trolls with 2 stars break Ashlands fortress walls in their way, on your order, or when you hit a wall near them.
  • Orders: Mouse 4 ([Controls] AttackKey) sends your nearest troll at a creature, a breakable or to farm.
  • Home: slippers off or logout - trolls wait 15 m from the bed; no troll swings within 15 m of it; quick healing near the bed.
  • Troll Mascot costume (head, suit, trousers) and the Troll Club (150 blunt / 50 chop / 50 pickaxe, +35 / +20 / +20 per upgrade, wide swing for double damage as the secondary attack, breaks Yggdrasil shoots, scorched and Timberwood trees, giant remains and petrified Gammeltrolls at any quality). Set bonus Steve The Troll: +50 % movement speed, +25 % carry weight, -50 % stamina use, 75 % less stagger, up to 5 tamed trolls.
  • F6 menu: Slippers, Costume, My trolls (distance, Follow, Kill), Troll work and Trolls tabs; map pins for your trolls.