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AutomationByGoblins
Build goblin settlements with tameable workers, scientists, farmers, medics and traders using Ward zones, research, upgrades, storage and multiplayer sync.
| Date uploaded | 2 weeks ago |
| Version | 0.9.0 |
| Download link | MintTeamRu-AutomationByGoblins-0.9.0.zip |
| Downloads | 40 |
| Dependency string | MintTeamRu-AutomationByGoblins-0.9.0 |
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: 5.4.2333README
AutomationByGoblins 0.9.0
Turn rare melee Fulings into a growing workforce. Create named settlements with vanilla Wards, assign work zones, unlock knowledge through Scientists and turn Capable Goblins into Farmers, Medics or Traders.
The in-game interface is currently Russian. Version 0.9.0 targets Valheim 0.221.12 (n-36) and .NET Framework 4.7.2.
What's new since the public 0.7.0 release
- Full owner-authoritative multiplayer synchronization for worker storage, upgrades, research, farming, berry harvesting and settlement state.
- Named settlements with four population levels and settlement-specific knowledge.
- Two new rare Goblin types: the pacifist Scientist and the flexible Capable Goblin.
- FineWood production for Woodcutters working at Birch trees.
- Three permanent Capable professions: Farmer, Medic and Trader.
- Five farm crops, real-time research, healing, three trader tiers and many safety, inventory, sleep and visual-effect fixes.
Intelligent Goblin types
Only the normal melee Goblin prefab can receive a special type. Archers,
shamans and brutes are not changed.
| Type | Clothing | Equipment and role | Default chance |
|---|---|---|---|
| Woodcutter | Beige | AxeFlint; works at Beech |
10% |
| Stoneworker | Gray | PickaxeAntler; works at stone_pile |
10% |
| Gatherer | Green | Empty hands; gathers ripe berries | 10% |
| Scientist | Light blue | Holds BombBlob_Frost; never fights and flees from danger |
10% |
| Capable | Light clothing | Empty hands until a permanent profession is chosen | 10% |
The configured chances share one spawn roll. If their sum exceeds 100%, the
mod scales them proportionally. The remaining probability creates an unchanged
normal Goblin. Setting a chance to 0 disables that type.
Taming and controls
- Intelligent Fulings use the vanilla animal-taming flow and eat
PungentPebbles. - Default taming time is 3,600 seconds, twice the normal 30-minute duration used as the base by the mod.
- Hover text displays the intelligent/tameable state and taming percentage.
- Tamed Goblins can be ordered to follow or stay.
| Action | Control |
|---|---|
| Open the looked-at Goblin menu | Alt + Y |
| Open the looked-at Ward menu | Alt + Y |
| Collect stored resources | Interact with the Goblin |
| Close a mod window | Esc or its close button |
Mod windows release the cursor and block normal camera look until closed.
Settlements and Ward zones
Open a vanilla Ward with Alt + Y to create or name a settlement, assign the
Ward to it and select the Ward's purpose. Knowledge and professions belong only
to their assigned settlement.
| Settlement level | Requirements |
|---|---|
| Camp | Available immediately |
| Village | At least 3 beds and 3 workers |
| Settlement | At least 6 beds and 6 workers |
| Colony | At least 10 beds and 10 workers |
The population check runs when the Ward menu is opened. Woodcutters, Stoneworkers, Gatherers, Scientists, Farmers, Medics and Traders count as workers. A Capable Goblin without a profession does not.
A Ward can be assigned as a Woodcutter, Stoneworker, Gatherer, FineWoodcutter, Farmer or Sleeping zone. Work radius is the Ward's vanilla radius.
Scientist knowledge
Research uses real UTC time, so skiptime and changes to Valheim world time do
not accelerate it. A Scientist can research only one subject at a time.
| Knowledge | Requirement | Cost | Time |
|---|---|---|---|
| FineWood production | Village | 10 FineWood, 1 BlobVial |
15 min |
| Farmer profession | Village | 1 BlobVial, 5 CarrotSeeds, 5 Carrot |
15 min |
| Medic profession | Bound settlement | 1 BlobVial, 5 MeadHealthMedium |
15 min |
| Trader profession | Colony | 1 BlobVial, 2 SilverNecklace, 2 Amber, 2 Ruby |
15 min |
Every unlock is stored separately for each settlement and synchronized through its Wards.
Woodcutters and Stoneworkers
They perform visible work for 60 seconds, rest for 15 seconds and never deal damage with their work tools. Resource production advances only while the worker has a valid daytime job and stops at storage capacity. Wood and Stone continue to accumulate through persistent daytime offline catch-up while the area is unloaded and saved job conditions remain valid.
Production speed
Every step requires 30 minutes of active work after the previous step in that branch.
| Level | Cost | Production interval |
|---|---|---|
| Base | — | 15 minutes |
| 1 | 5 Flint |
12 minutes |
| 2 | 5 Bronze |
10 minutes |
| 3 | 5 Iron |
7 minutes |
| 4 | 5 Silver |
5 minutes |
Yield
| Level | Cost | Resources per cycle |
|---|---|---|
| Base | — | 1 |
| 1 | 10 FineWood |
2 |
| 2 | 5 SerpentScale |
3 |
| 3 | 20 ElderBark |
4 |
| 4 | 5 DragonTear |
5 |
Storage
| Level | Cost | Capacity |
|---|---|---|
| Base | — | 50 |
| 1 | 10 DeerHide |
75 |
| 2 | 10 BjornHide |
100 |
| 3 | 10 Root |
125 |
| 4 | 10 WolfPelt |
150 |
The speed, yield and storage branches progress independently.
FineWood branch
After the Scientist unlocks the knowledge, assign a separate FineWoodcutter
Ward around standing Birch. The first upgrade replaces AxeFlint with
AxeBronze. FineWood is produced at the current Wood speed and capacity while
normal Wood is produced at the same time.
| Level | Cost | FineWood per cycle |
|---|---|---|
| 1 | 5 Copper |
1 |
| 2 | 5 Bronze |
2 |
| 3 | 5 Iron |
3 |
FineWood has its own synchronized storage slot.
Gatherer
The Gatherer can simultaneously enable RaspberryBush, BlueberryBush and
CloudberryBush. It approaches only ripe bushes, collects without damaging the
plant and stores Raspberry, Blueberries and Cloudberry in three separate
slots. If nothing is ripe, it wanders inside the work area.
Capable professions
A tamed Capable Goblin can permanently choose exactly one profession unlocked by the Scientist in its settlement. This choice survives save/load and cannot be changed during that Goblin's lifetime.
Farmer
The Farmer carries Cultivator. Its menu has separate Work and Upgrade
tabs. Assign a Farmer Ward and select one unlocked crop at a time. The Farmer
harvests a mature plant and replants the matching crop in exactly the same
position and rotation, using its own stored planting material.
| Crop | Unlock cost | Storage |
|---|---|---|
| Carrot | 50 CarrotSeeds |
Carrot + CarrotSeeds |
| Turnip | 50 TurnipSeeds |
Turnip + TurnipSeeds |
| Onion | 50 OnionSeeds |
Onion + OnionSeeds |
| Barley | 30 Barley |
one shared Barley slot |
| Flax | 30 Flax |
one shared Flax slot |
Carrot, Turnip and Onion support both vegetable and seed plants. Barley and Flax use the harvested item itself for replanting. Items are deposited in batches of five. All eight slots share one capacity level:
| Capacity | Upgrade cost |
|---|---|
| 50 | Base |
| 75 | 25 LeatherScraps |
| 100 | 15 BjornHide |
| 125 | 15 TrollHide |
| 150 | 15 Root |
| 175 | 15 WolfPelt |
| 200 | 10 LoxPelt |
Medic
If a living tamed Medic exists in the same settlement, an injured intelligent Goblin is restored to maximum health five real minutes after its most recent damage. New damage restarts the delay. The lightweight check runs once every 10 seconds over the loaded Goblin registry.
Trader
The Trader has four tabs: overview and shop levels I, II and III. Levels open sequentially using real time and keep progressing while the Goblin is unloaded. The key and exact Hildir chest prefab are reserved through an owner-authoritative network request.
| Shop level | Unlock | Time |
|---|---|---|
| I | 1 CryptKey, 1 chest_hildir1 |
30 min |
| II | 1 CryptKey, 1 chest_hildir2 |
1 hour |
| III | 1 CryptKey, 1 chest_hildir3 |
2 hours |
| Level | Goods |
|---|---|
| I | AxeHead1 ×1 — 50 Coins; AxeHead2 ×1 — 50; Acorn ×3 — 70; Ectoplasm ×5 — 200; Stonerock ×1 — 2000 |
| II | Chain ×1 — 40 Coins; Root ×1 — 30; YmirRemains ×1 — 80; JuteRed ×2 — 40 |
| III | Ironpit ×1 — 50 Coins; BeltStrength ×1 — 650; dvergrneedle ×1 — 400; TrophyUnBjorn ×1 — 450 |
If the full purchase cannot fit in the player's inventory, the partial grant is removed and the Coins are returned.
Night routine and safety
At night, workers stop their jobs and use reserved sheltered beds inside a Sleeping Ward zone. They open the selected door, enter, close it for the night, teleport onto the exact bed point when close enough, remain immobilized while sleeping, then get up, return to the saved entry point and close the door in the morning. One bed can be occupied by only one Goblin.
All tamed intelligent Goblins are prevented from damaging terrain, trees, rocks, structures or creatures, including delayed work hits that finish after nightfall or area reload. Worker hits no longer shake the player camera or inherit unwanted fire/torch effects.
Multiplayer
Install exactly the same mod version on the host/server and every client. Persistent state is stored in ZDO and mutations are confirmed by the relevant network owner. This covers type rolls, Ward zones, settlements, research, profession choice, upgrades, storage, berry/farm harvesting, sleep reservations and trader tiers.
Configuration
BepInEx creates:
BepInEx/config/mintmango.automationbygoblins.cfg
| Section | Setting | Default |
|---|---|---|
| Spawning | WoodWorkerChance |
10 |
| Spawning | StoneWorkerChance |
10 |
| Spawning | GathererWorkerChance |
10 |
| Spawning | ScientistWorkerChance |
10 |
| Spawning | CapableWorkerChance |
10 |
| Taming | TamingTimeSeconds |
3600 |
Installation
Mod manager
Install with r2modman, Thunderstore Mod Manager or another compatible manager. The required BepInEx pack is declared as a dependency.
Manual
- Install BepInExPack for Valheim.
- Copy
AutomationByGoblins.dllintoValheim/BepInEx/plugins/AutomationByGoblins/. - Start the game once to create the configuration file.
Compatibility and limitations
- Target game build: Valheim
0.221.12 (n-36). - Target runtime:
.NET Framework 4.7.2. - The current in-game interface and hover status text are Russian.
- Woodcutters use standing
Beech; FineWoodcutters use standingBirch; Stoneworkers usestone_pile. - Farm and berry interaction requires the relevant plants to be loaded.
- The mod uses Harmony patches and private Valheim fields. A future game update may require a compatibility update.
Support
Report reproducible problems with BepInEx/LogOutput.log, the Valheim and mod
versions, and a short description in the
support Discord.
Русский
AutomationByGoblins превращает редких обычных фулингов-ближников в работников
полноценного поселения. Все меню открываются через Alt+Y, а ресурсы забираются
обычным взаимодействием с гоблином.
Главное в версии 0.9.0
- Полная сетевая синхронизация хранилищ, улучшений, исследований, поселений, сбора растений и меню.
- Поселения создаются и называются через Ward. Уровни: Лагерь, Деревня (3 кровати/3 работника), Поселение (6/6), Колония (10/10).
- Учёный — редкий мирный гоблин в светло-голубой одежде. Он не сражается, убегает от опасности и открывает знания отдельно для каждого поселения.
- Лесоруб может одновременно добывать обычную и качественную древесину у Birch; для качественной древесины есть три уровня и отдельное хранилище.
- Способный — редкий светло одетый гоблин, который после приручения один раз и навсегда становится Фермером, Медиком или Торговцем.
- Фермер выращивает Carrot, Turnip, Onion, Barley и Flax, работает только с одной выбранной культурой и пересаживает её на прежнее место.
- Медик через пять реальных минут после последнего урона полностью лечит гоблинов своего поселения.
- Торговец получает три последовательных уровня товаров, открываемых через
CryptKeyи соответствующие сундуки Хильдир. - Все исследовательские и торговые таймеры используют реальное время и не
ускоряются через
skiptime. - Ночной сон, двери и кровати стабилизированы; гоблины закрывают дверь на ночь, не занимают чужую кровать и возвращаются утром.
- Приручённые разумные гоблины полностью лишены урона по миру и существам. Их рабочие удары не трясут камеру и не создают эффект огня.
- Исправлена выдача пустых предметов: ресурсы из хранилищ имеют обычные иконки, используются, выбрасываются и подбираются как ванильные.
Полные цены исследований, улучшений, культур и товаров приведены в английских таблицах выше. Для сетевой игры версия 0.9.0 должна быть установлена у сервера, хоста и каждого клиента.
CHANGELOG
Changelog
1.0.2 — Bug fixes 1
- The error in the work of the mason goblin with deposits has been fixed.
1.0.1 — More languages
- Added complete Spanish, German and French interface translations.
- Language is now selected automatically from Valheim settings; unsupported languages use English.
- Cached language data to avoid recurring translation work during menu draws.
1.0.0 — Localized interface
- Added Russian, English, interfaces selected. automatically from Valheim's language.
- Added an English fallback for every other game language.
- Item names now use Valheim's own localized item data instead of handwritten labels.
- Redesigned all mod menus with a shared, clearer visual style.
- Added consistent panels, buttons, typography, spacing, tabs and text fields.
- Routed the Medic, Fisherman, Farmer, Scientist, Woodcutter and Mason interfaces through the same localization and visual layer.
- Updated the Woodcutter/Mason upgrade tree to inherit the version 1.0 panel and typography styles.
- Kept localization out of inventory and network identifiers, preserving save and multiplayer compatibility.
- Cached language tables and menu text so the additional languages add no recurring per-frame translation work.
0.9.9 — Fisherman
- Added settlement-scoped Fisherman research for Scientists.
- Added permanent Fisherman selection for Capable Goblins and
FishingRodvisuals. - Added synchronized sales of fish and ocean bait for
Coins, with safe refunds. - Added profession colors: yellow Farmer, blue Fisherman, red Medic and orange Trader.
0.9.5 — Mineral deposits
- Scientists can research buildable Copper, Tin and Iron deposits.
- Stoneworkers can switch between Stone-only work and one selected ore.
- Added synchronized ore storage, yield progression and unloaded-area production.
- Improved deposit targeting and fixed Tin collider and placement RPC errors.
0.9 — Capable professions
- Added the rare Capable Goblin.
- Added Farmer, Medic and Trader professions.
- Added crop automation, settlement healing and tiered trading.
- Improved synchronized inventories, profession menus and item transfers.
0.8 — Scientists and settlements
- Added the pacifist Scientist Goblin and real-time knowledge research.
- Added named settlements, Ward membership and four settlement levels.
- Added FineWood research and Birch work for Woodcutters.
0.7 — Night rest
- Added assigned beds, shelter navigation and nighttime sleep.
- Added door handling, morning return and pathing safeguards.
0.6 — Gatherers
- Added the Gatherer Goblin and ripe berry harvesting.
- Added separate Raspberry, Blueberry and Cloudberry storage.
0.5 — Worker progression
- Added worker upgrade trees for production, yield and storage.
- Added one-slot resource storage and collection menus.
0.4 — Active work
- Added Ward work zones, visible work cycles and zero-damage tool swings.
- Added daytime production while workers are outside the loaded area.
0.3 — Profession tools
- Added persistent visible tools for Woodcutters and Stoneworkers.
0.1 — Initial release
- Added rare Woodcutter and Stoneworker Fulings.
- Added boar-style taming with
PungentPebblesand follower commands.