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RustyProductions-ValheimCityBuilder-1.5.7 icon

ValheimCityBuilder

Press F7 and Valheim becomes a city builder: settlers, production chains, research, armies and boss camps. New (beta): trade, alliances and war between players, heroes, expeditions, iron and silver. Beta tracker: CityBuilderBetaTracker.

Date uploaded 2 weeks ago
Version 1.5.7
Download link RustyProductions-ValheimCityBuilder-1.5.7.zip
Downloads 97
Dependency string RustyProductions-ValheimCityBuilder-1.5.7

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2351 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2351
RustyProductions-World_Edit-1.9.6 icon
RustyProductions-World_Edit

A visual world editor for Valheim, made to build together: sculpt terrain, paint biomes, draw roads, rivers and tunnels, place houses, live with your friends in multiplayer. Press F6. Free, instant, full undo.

Preferred version: 1.9.6

README

Valheim City Builder

Press F7 and Valheim turns into a city builder.

Watch the video: I Turned Valheim Into a City Builder · Terrain update: I Removed Valheim's Terrain Limit

Join the Discord – bug reports, ideas, sneak peeks and update news.

Want to help test? Install the optional CityBuilder Beta Tracker add-on by 1Day2Die. It shows which features you already tried in singleplayer, multiplayer or on a dedicated server and lets you rate them.

Valheim City Builder puts a classic city-builder view, economy and progression on top of Valheim. Your Viking is still there: press F7 again and you're back in the normal game.

Features

  • City-builder view (F7): top-down camera, build menu, resource bar, minimap, tooltips and info panels.
  • Settlers: build a Viking Hut and Vikings move in on their own. They pay taxes every minute, and they work in your buildings.
  • Houses build themselves, piece by piece, out of real Valheim building parts.
  • Needs: Vikings want food. Karls want meat or honey, and mead. Jarls want meat, mead, coal and bread. If a need isn't met, people move out.
  • Upgrades: a full house with all needs met can be upgraded on the spot: Viking Hut → Karl House → Jarl Hall.
  • Production chains: Lumberjack's Hut, Forager's Hut, Hunting Cabin, Smokehouse, Apiary, Carrot Farm, Quarry, Meadery, Barley Farm, Mill, Bakery, Charcoal Kiln and more. Lumberjacks replant, and nature grows back.
  • Roads: buildings need a road to a warehouse. Roads snap to a grid.
  • Research: the Skald's Fire turns sagas into knowledge, and knowledge buys research in three branches (Economy, Community, War).
  • The world outside: the map starts under fog. Scouts uncover it and find Viking clans with real villages, traders, the Dvergr and hostile tribes. Trade, send gifts, sign agreements or go to war.
  • Armies: Weaponsmith and Barracks train Spearmen into squads. Attack camps from the world map and watch the battle happen.
  • Harbor & ships: build a Harbor and a Shipyard at the coast. Raft, Karve, Longship and Drakkar sail trade routes on their own, explore unknown coasts with your scouts and carry your army to camps across the water. Fisheries bring in fish.
  • Your backpack, your rules: what you carry stays with your Viking when you switch views. Hover an item in the inventory and press L to lock it or send it to the warehouse.
  • Defense: raids come with a warning and a countdown, clans across the sea land with longships. Watchtowers with archers, palisades, gates and stone walls keep raiders out. Burned buildings become ruins you can rebuild.
  • Events: fires, harvest festivals, a travelling merchant, thieves, blood moons and treasure.
  • Boss camps: every boss lives in a guarded camp. Beat the garrison with your army, then the boss. Each victory starts a new age.
  • Seven ages: every age unlocks new buildings and a new look for your town (core wood, stone and iron, crystal windows, dark shingles, black marble, grausten and ashwood).
  • City-builder look: in the top-down view trees and rocks are small, the light is warm and there's a tilt-shift miniature effect. Back as your Viking, Valheim looks like Valheim again.
  • Settings window: gear icon in the city view. Tree size, grass, miniature effect, terrain for new worlds, strolling residents and more.
  • Terrain tools (beta): raise, lower, smooth and flatten the ground with a brush, way past Valheim's 8 m limit. Drag out a village zone and your Vikings level it for your town. Paint roads freehand with the grid off (G). Level Ground lets your settlers or your Viking flatten a marked area to a height you pick.
  • Iron & silver (beta): Smelter, Armorer, Silver Mine and Silversmith. Swordsmen and Silver Guards join your army.
  • Expeditions (beta): the Expedition Hall sends your soldiers into burial chambers, troll caves, crypts, frost caves and mines, and they come back with loot.
  • Heroes (beta): hire warriors, berserkers, hunters and völvas in the Tavern. They guard your town or follow you on your travels, level up and wear the gear you give them.

Multiplayer (beta)

  • Every player gets their own town with own storage, economy, research and settlers.
  • Works on dedicated servers and when you host from the game. Only the players need the mod, not the server.
  • Other players' towns are protected (no damage, no deconstructing) and you keep 60 m distance to them.
  • Click another player's town (name plate or world map) to trade (offers they accept or decline), send gifts, form an alliance or declare war. In a war your squads march on their town, fight their soldiers and smash their buildings. Allies can join each other's wars. War only happens while both players are online, and it can be turned off in the settings.
  • When a player is offline, their town rests.
  • Boss camps and villages exist once per world, everyone sees the same camps.
  • You see the ships of the other players sailing their routes.
  • This is new: please report bugs in the comments.

Getting started

  1. Install with r2modman / Thunderstore Mod Manager (BepInEx is installed automatically).
  2. Create a new world. It gets gentle hills (35% of Valheim's height). Shape it with the terrain tools (hoe button), or drag out a village zone and your Vikings level it for your town. You can pick Valheim (natural terrain) or Flat for new worlds instead (settings window or config: NewWorldTerrainStyle). Existing worlds are not changed.
  3. Press F7. The first warehouse is free.

Controls

Key Action
F7 Switch between city-builder view and Viking view
WASD / mouse wheel Move and zoom the camera
Q / E Rotate the camera
Left click Select, place, confirm
Right click / Esc Cancel
R Rotate the building before placing
T Next design of the building
G Grid on/off
M World map
K Research
Ctrl+C / Ctrl+V Copy and paste buildings with their roads
F9 Miniature look on/off
L (in the inventory) Item stays with your Viking / goes to the warehouse / auto

Configuration

All options are in BepInEx/config/rusty.valheimcitybuilder.cfg: view key, flat worlds, fog, raids, boss camps, regrowth, road rule, grid, tree size and more.

Notes

  • This is an early version. Back up your worlds before trying it on an existing save.
  • Update 1.5.6 is a beta: trade, alliances and war between players are still new (since 1.5.5), plus a lot of fixes. Please report bugs in the Discord.
  • Update 1.5 is a beta: heroes, expeditions, iron and silver and Level Ground are new. Please report bugs in the Discord.
  • The terrain update (1.4) is a beta: the terrain tools are new, expect rough edges.
  • Update 1.2 is a beta: ships, raids, walls and events are new and not tested much yet. Please report bugs.
  • Multiplayer is new (beta). Trade, alliances and war between players are brand new in 1.5.5.
  • Boss camps replace summoning bosses at their altars (can be turned off in the config).
  • Your own blueprints (PlanBuild .blueprint or BuildShare .vbuild) can be dropped into BepInEx/config/ValheimCityBuilder/blueprints and show up in the Blueprints tab.

Feedback & beta testing

Something broke or you have an idea? Tell us in the Discord or leave a comment under the video on my YouTube channel. That's how it gets better.

Beta testers: the optional CityBuilder Beta Tracker add-on notes which features you tried and how they worked. Without it the mod sends nothing.

Credits

  • 1Day2Die from the Discord: a huge part of the recent updates (heroes, expeditions, iron and silver, Level Ground, storage, lots of fixes) and the Beta Tracker add-on.
  • The Tavern, Expedition Hall, Smelter, Armorer, Silver Mine and Silversmith use house designs from the BiomeBlueprints collection by OverDrive, built by Builder, Admin Veseljko, Xxx, Babe, Biome Blueprints and Sirna. Thank you!

Support

The mod is free and stays free. If you enjoy it and want to support the work, you can do that on Ko-fi. Thank you!

CHANGELOG

1.8.7

  • First steps to other languages: the mod now follows the language set in Valheim's settings. The help window (F1) is translated to German as a start; everything else is still English for now. Players can help translate: type lang_missing in the console (F5) and see translations/README.md on GitHub. (1Day2Die)
  • Help window (F1): F1 opens a window with the most important keys and the first steps of a new town, in both views. F1 or Esc closes it. With only World Edit installed it shows the World Edit keys. (1Day2Die)
  • See what a gatherer reaches: while you place or select a lumberjack, quarry, ore quarry, forager or hunter, a green post now stands over every tree, rock, ore vein, bush or animal inside its ring, so you can tell before you build where the work really is. (1Day2Die)
  • Ballista earlier, as its own research: the ballista on a level 3 watchtower needed Ballista Towers (row VII). It now comes with its own research Ballista in row III (after the Elder, 340 knowledge, 60 wood, 5 bronze). Ballista Towers keeps the extra damage and range. Saves that already had Ballista Towers keep their ballistas. (1Day2Die)
  • Patrols over several waypoints: a patrol only went back and forth between two points. Click Patrol, then right click up to 8 points on the ground and finish with Enter or the button: the squad walks from point to point and back to where it stood, again and again. The route is shown as small rings while the squad is selected, and old patrols keep working. (1Day2Die)
  • Fight a boss again: once a boss camp has fallen, its altar was silent for good. Now the normal offering (two deer trophies for Eikthyr, and so on) calls the boss back - not alone, but with his host, just like the first time: kill the guards, then the boss. Every win makes the host 1.5 times bigger, up to 50 guards, and he drops his full loot every time (a new age and the research bonus come only with the first win). The Queen can't be called back: her door has no offering bowl. Before the first win the altar stays closed, as before, and your army fights the camp. (1Day2Die)
  • Boss guards stand and fight: the necks, boars and wolves of a boss camp kept Valheim's habit of running away, so you spent the fight searching the woods for the last guard. Guards no longer flee: they attack the nearest player or soldier inside their camp (up to 50 m from it) and keep at it. A Viking left behind in the city view is not a target. (1Day2Die)
  • Boss guards have a name: a boar or neck of a boss camp looked exactly like a wild one. Camp guards are now called "Eikthyr's Guard (Boar)" and so on over their health bar. (1Day2Die)
  • Soldiers collect the loot: what an enemy drops when he falls used to lie on the ground until it rotted, unless you walked over it yourself. Soldiers now pick up the drops within 6 m of their last enemy for a few seconds after the fight and book them into the warehouse. Only real drops are taken, each one once, and nothing is taken that the warehouse cannot hold. (1Day2Die)
  • Weapons from the warehouse no longer end up on the ground: swords, spears and shields from the stock that you took out of the warehouse chest and put back unused stayed in the chest when you closed it, and whatever didn't fit fell to the ground next to it. The barracks couldn't use them anymore either. They now go back into the stock. Weapons and armor taken from the warehouse (chest, warehouse window, gifts and trades) now come with full durability instead of about half. (1Day2Die)

1.8.6 - Viking mode (beta)

This one is a beta: Viking mode is brand new. Everything in the city view works like before, but on foot expect some rough edges. Please report bugs in the Discord.

  • Play your town without the city view (Viking mode): you can now build and run your settlement from the normal Viking view. The city view is still there for everything big, you just don't have to switch for every little thing anymore. (first prototype by N.Neychev)
  • Town tab in the hammer menu: the hammer's build menu has a fifth tab "Town" next to Categories, Materials, Recent and Favorites. On the left you get the categories of the city view (Residences, Raw Materials, Production, Public, Military, Harbor), on the right the buildings you unlocked. Only the hammer shows it. Pick one, aim and click: a construction site goes up where you look, exactly like in the city view (same checks, same costs from the warehouse). Next to the crosshair you get the same card as in the city view: cost, what's in the way, trees, ore or game in range, the work radius on the ground and the reach of skald fires and towers. Big houses start in front of you instead of around you. Scroll turns it, T switches the design, Shift builds over things in the way, Ctrl lets your Viking clear the spot first. Put the building away (other hammer piece, hammer off, city view) and every marker goes with it.
  • Roads with the hammer: the Town tab has a Roads category with the dirt track, paved road, stone and plank path and meadow. With the grid: click the start, click the end, the road goes on from there. Without the grid: hold the mouse button and walk, the road appears under the crosshair and the mouse wheel makes it wider or narrower. Costs come from the warehouse like in the city view, no stamina.
  • Road width with the mouse wheel in the city view too: while you paint a road without the grid, Shift+mouse wheel changes its width (the plain wheel still zooms). [ and ] still work.
  • The warehouse as a big chest: on foot, H at your warehouse (or E at its chest) opens Valheim's chest window with the whole shared stock in it, as many rows as it needs and a scrollbar. Take and store goods like in any chest (drag, Ctrl+click, split stacks, Take all); when you close it, everything stackable goes back into the stock. Tools, weapons and armor stay in the chest like in a normal one, so they keep their quality. Shift+H opens the building window. The chest stays open even if it stands a few steps away from you (Valheim closed it right away before). While the chest is open the goods are in your hands, so settlers can't use them in that time.
  • Warehouse chests keep your gear: before, anything you put into a warehouse chest was taken into the stock, also tools and weapons, which then came back as quality 1. Those now stay in the chest. Warehouses of other players' towns are no longer taken into your stock.
  • Jarl's Horn command wheel (like Palworld): left click with the horn opens a wheel: Follow me, Wait here (they stay where they are until you blow the horn again) and Go home; how they fight: Attack aggressively, Focus on my target (they only attack what you hit or point at) or Don't attack; and the formation they walk in: block, column, line, wedge or circle. Middle mouse blows the horn like left click did before: pointing it at an enemy sends them in (afterwards they follow you again), at a place far away sends them there. Tactic and formation are remembered (config Militaer/HornTactic, Militaer/HornFormation).
  • Go home from far away: "Go home" (and dismissing) also works when the barracks is far away and not loaded. Before, from about 100 m the warriors didn't find their barracks and just stood there. Warriors you left waiting somewhere far away get the order too and walk home on their own, and the outer rows of a formation no longer stay behind.
  • Always spawn with horn, hammer and axe: every time your Viking appears (new world, login, after dying) he gets the Jarl's Horn, the hammer, an axe, the hoe and a torch if he doesn't have them. Any axe counts, you don't get a stone axe next to your bronze one.
  • Followers wait while you're in the city view: your Viking walks along with the city camera, and the warriors ran after him across the town. Now they stay where they are and follow again when you're back on foot (unless you gave them another order meanwhile).
  • Move and duplicate on foot: Move and Duplicate in a building's window no longer switch to the city view. The building hangs at your crosshair, R turns it, a click puts it there, right click cancels.
  • Smaller shield bubble: the bubble the staff carriers put around your soldiers is a lot smaller and fainter. Only the look, the protection stays the same (config Optik/SoldierShieldBubble, 1 = Valheim's size).
  • Smooth switch between your Viking and the city view: scrolling out past your Viking no longer jumps. The camera flies up over his head in an arc and stops at a normal city height (42 m instead of 90 m), the trees shrink while you rise, Valheim's HUD fades out and the city bars slide in from the edges. Scrolling all the way in flies back down onto your Viking, F7 and the war table fly too. Config Optik/ViewTransition. Scrolling out also works with the hammer in your hand as long as the wheel zooms (repair, nothing to turn).
  • Grid on foot: B switches the grid while you place town buildings or roads with the hammer (G is Valheim's radial menu). With the grid, buildings snap and turn in quarter turns like in the city view. Config Steuerung/VikingGridKey.
  • Build at the spawn: the hammer can build around the spawn stones now, like the city view always could. Other no-build places (traders, dungeons) stay as they are. Config Bauen/BuildAtSpawn.
  • Markers over your buildings: on foot, a small wooden disc with the building's icon floats over every building of yours within 70 m - a real object in the world, hidden behind trees and houses. A red ! means something is wrong. Construction sites get a hammer. I switches the markers on and off (config Steuerung/BuildingLabelsKey). The markers are in the city view too, there they keep about the same size on screen like Anno's icons, and the mouse over a red ! shows the reason. In the city view the key switches them together with the construction progress bars (Alt still shows everything), each view remembers its own setting. In the city view they're drawn on top of trees and roofs; switch that off in the settings ("Markers over trees") to have trees and houses in front hide them. Clicking a marker selects its building, even with a tree or a roof in front.
  • Buildings on foot (H): step up to one of your buildings (6 m, config Steuerung/BuildingKeyDistance) and look at it: its name shows up at the crosshair, with the reason in red if something is wrong. Press H and its window opens with the mouse free. Buttons that need the city view (Move, Duplicate, Select squad) take you there with the camera on that building. H, Esc or right click closes it. H still calls your heroes as long as you don't look at a building; the key can be changed (config Steuerung/BuildingKey).
  • Jarl's Horn: a new item, crafted at the workbench (2 leather scraps, 2 wood). Blow it and your soldiers within 60 m follow you in rows. Aim at an enemy and they attack it (it doesn't have to be exactly under the crosshair), aim at a spot further than 10 m away and they march there and hold it. Middle mouse sends them back to their posts. Your soldiers no longer shove you around while they follow. Works on servers without the mod.
  • War table: every table in your Jarl Hall or a military building (barracks, watchtower, scout's lodge, expedition hall) is a war table - look at it and press H to open the world map for raids, trade, diplomacy, scouts and the fleet. Close it and you stand at the table again. Before your first military building the warehouse counts. New barracks (both designs and every level-3 design) and the manor and palisade halls now come with a table; the great hall already had one.
  • Settlements on Valheim's map: known settlements, other players' towns, your armies on the march and incoming raids now show up as pins on Valheim's own map (M). Click a settlement to open its window (attack, trade, diplomacy) right on the map. The pins are never saved to your character, so removing the mod leaves nothing behind.
  • War table on Valheim's map: Valheim's map (M) works like the war table now. A list on the left shows known settlements, player towns, armies on the march and your scouts; a settlement's window (trade, diplomacy, attack) opens right on the map, you never leave your Viking. Send scouts with a click on the map. Your town, caravans, ships and the marching routes are drawn on the map too. Valheim's own clicks (pins, dragging) pause while the mouse is over the list or a window is open, Esc closes the window first. Config Steuerung/ValheimMapWarTable.
  • Your units on the maps: soldiers (blue), heroes (gold) and scouts (white) show up on the world map of the city view and on Valheim's map, wherever they are. Mouse over them to see who is there.
  • Selected soldiers stay selected when they're out of sight: select a squad, move the camera far away and they stay selected (the squad window shows how many are far away). Right click sends all of them, also the ones that aren't loaded: they walk there on their own and you see them moving on the maps. Once they come into view again they're back in the selection. "Back to barracks" now works for soldiers far away and when the barracks itself is far away (before nothing happened).
  • Command your soldiers on the maps: on the world map of the city view and on Valheim's map, click a soldier to select him (Shift+click adds), Shift+drag a box to select several, or pick a whole squad in the new "Your squads" list (even far away). Right click on the map sends the selection there; selected soldiers are drawn gold, the target gets a marker. "Back to barracks" and "Deselect" are right in the list, Esc deselects on Valheim's map.
  • Click the map, go there: a click on an empty spot of Valheim's map opens the city view right there (a double click still sets a pin). On the world map of the city view a click without dragging moves the camera there, also when you opened it at a war table. Config Steuerung/ValheimMapClickToCityView.
  • Explored land on Valheim's map: everything your town has explored (scouts, soldiers, buildings) is uncovered on Valheim's own map too, including what was explored before this update.
  • Scroll into the city view: scroll out past your Viking and the camera rises into the city view; zoom all the way in and you land back on your Viking. F7 still works. Turn it off with the config Steuerung/ZoomToCityView.
  • Back where you stood: leaving the city view now always puts your Viking back where he was when you entered it. Within 30 m he used to stay where the city view had moved him - sometimes in the middle of a house.

1.8.5

  • Keys stopped working until a restart: if the storage search (or the name of your town or alliance) still had the cursor when its window closed, the game kept thinking you were typing - F7, F6 and every other key of the mod did nothing, even after loading the world again. The typing ends with the field now. (reported by Stribbits)
  • Taxes come in before the wages: soldier upkeep and hero wages were paid before that round's taxes arrived, so a town that only had enough with the new taxes left its soldiers unpaid. Taxes come first now, and without a warehouse the balance no longer shows taxes that never arrived.
  • "No road to a warehouse" after coming back: right after a portal, a login or a long trip, houses behind a bridge made of building pieces lost their road for about half a minute, because the bridge wasn't loaded yet. Pieces that aren't loaded now count as "unknown", and a house only loses its road after several checks in a row. The check is also one shared search from your warehouses instead of one per building, which is much lighter in big towns.
  • Settlers on long ways: woodcutters, stonecutters, foragers and hunters walk straight to their trees, rocks and prey again and only take the roads for far or uphill targets. Long walks get more time before a settler gives up, so a warehouse up on a mountain no longer makes workers turn back halfway.
  • Inventory hint where you want it: the "stays in your backpack" hint in the inventory can sit below or above the grid, be moved by a few pixels, or be turned off (settings window, or config UI/InventoryHint and UI/InventoryHintOffset).
  • All config descriptions are in English now (the keys stay the same, your settings are kept).

1.8.4

  • Overview: everything that happened: a new window (J, or the button over the minimap) lists what happened in your town, newest first - raids, fires, lost buildings, research, trade, conquests. It was all written down already, nobody could read it. Lines that know a place have a "Look" button that flies there. (1Day2Die)
  • Overview: what every building is doing: the Production tab lists every workshop and gatherer with its status - missing goods, no worker, ruined, producing - with the ones that need something at the top, and opens any of them with one click. Buildings the camera is nowhere near are in the list too. (1Day2Die)
  • Overview: your workforce: the Workforce tab shows per tier how many live in your town, how many are free and what their homes are missing, plus soldiers, scouts, heroes and homeless ones - and every building that is waiting for a worker, with the reason. Buildings take their worker by themselves, so the tab tells you what to fix instead of asking you to assign anybody. (1Day2Die)
  • Search the storage, and keep goods from trade: the storage window has a search field that finds any good by name, over both tabs and all pages. Right click a good to keep a minimum in the warehouse (10 at a time): traders, trade routes and clan orders leave that much lying there, and the slot shows the number. Building, research and your workshops ignore it, so nothing stalls without saying why. (1Day2Die)
  • What your coins per minute are made of: the coin plate in the top bar showed a bare "+n per minute" (and wrote "+-5" when you were losing coins). It now turns red on a minus and breaks the round down on hover: taxes, soldier upkeep, hero wages, tribute to an overlord, how many minutes your coins still last, and which goods are about to run out. (1Day2Die)
  • Boss trophies in the tavern: a beaten boss leaves a trophy, and the trophy was worth nothing. Hang it up in your tavern and the whole town has it for good: Eikthyr's settlers walk 15% faster, the Elder's woodcutters work 15% faster, Bonemass gives your soldiers 10% more health, Moder makes trade travel 20% faster, Yagluth cuts soldier upkeep by 10%, and the Queen makes workshops produce 10% faster. It costs the trophy once and counts for your settlement only. (1Day2Die)
  • Refugees from a village that pays tribute: taking tribute now also brings people. Up to five families from the beaten village move into your free beds, one every two minutes, and the message says where they came from. They wait if you have no room, and they survive a second conquest. Burning the village down still gives you its whole stock, but nobody moves in - the choice has two real sides now. (1Day2Die)
  • Clan orders: a clan that likes you (relation over 30) now and then needs goods in a hurry - "Hamarsted needs 24 iron within 10 minutes" - and pays half above the normal price plus goodwill. The banner has a Deliver button as soon as the goods are in your storage, and so does their own window. Letting the time run out costs you their goodwill. Orders only come from clans you may trade with, never from a village you burned down, and they never ask for more than they can pay. (1Day2Die)
  • Caravan routes over land: trade by land meant clicking every single purchase, while ships have had routes for a long time. A clan or trader now gets a Caravan route button in the trade window: the caravan walks there and back on its own, selling and buying ten at a time, and the arrows pick what it carries (or nothing, for one direction only). It uses the normal prices, relation and travel time, respects goods you keep back from trade, and the line says why it is waiting. The Lox Caravans research finally does something visible: twice as fast. (1Day2Die)
  • Siege Crew: the Siege Craft research now also unlocks a troop of its own in the barracks. A siege crew carries an iron sledge and iron armour (4 iron, 20 wood, 15 coins) and tears palisades, gates and village walls down four times faster than a soldier with the research alone. Against people the hammer is clumsy - 45% damage - so they belong behind a squad that fights. Against Bonemass their blunt hammer counts, like a mace. (1Day2Die)
  • Crop Rotation works: the research promised "fields grow 20% faster" since 1.4.0 and did nothing - the value was never used. Your fields now really do grow faster (only your own; the research is per player). (1Day2Die)
  • Time runs again: the mod held the time of day at late morning on every machine, so there was no day, no night and no change of weather - the setting that did it (Welt/ImmerTag) was on by default and nobody knew. It is now off by default and called FixedDayTime, so everyone gets Valheim's normal day/night and weather cycle; turn it on if you want the old look for building and screenshots. Switching it off while you play lets the clock run straight away. (1Day2Die, reported by several players)
  • Fixes from the first test run in game: a right click on a good in the storage closed the window instead of setting the reserve (and a right click over any panel no longer sends your squads off), the reserve is a gold dot on the slot instead of unreadable tiny text, a clan order now sits in the Trade tab of the village instead of above every tab, the caravan line no longer runs into its own buttons, and the event book no longer lists the first line after loading twice. (1Day2Die)
  • Soldiers collect the loot: what an enemy drops when he falls used to lie on the ground until it rotted, unless you walked over it yourself. Soldiers now pick up the drops within 6 m of their last enemy for a few seconds after the fight and book them into the warehouse. Only real drops are taken, each one once, and nothing is taken that the warehouse cannot hold. (1Day2Die)
  • Workshop: a new public building – a hall with Valheim's own crafting stations, so your Viking builds, forges and cooks in the middle of the city. It starts with the workbench, chopping block and tanning rack; every boss you beat opens the next age and the workshop sets up that biome's benches and upgrades on its own, up to the black forge, the galdr table and the food preparation table. Every bench is paid for out of the warehouse at the game's own build price, so a new age only fills the hall as fast as your city can afford it. (1Day2Die)
  • Scouts mark ore veins: with Cartography researched (or after Bonemass, as before) scouts put the ore they pass on the map. Without Cartography it is only a "Point of interest" – the research then gives every pin its real name, old ones included. (1Day2Die)
  • Nothing is left to talk to: a village you burned down still took gifts, trade agreements and even an alliance. Burned-down villages now refuse every kind of trade and diplomacy. (1Day2Die)
  • The squad banner stands still: with two soldiers it flickered between them several times a second – the middle of the squad lies exactly between the two, so rounding decided anew every frame which of them was nearer. It now stays with the same soldier until another one is really closer. (1Day2Die)
  • UI texts stay in their fields: the research cards no longer write their description over the price, the "Tribute or burn it down" bar no longer lies on top of the settlement tabs, and the watchtower text no longer covers the archers. In the Ore Quarry the regrow line was cut off at the edge of the window and is shorter now ("Poor spot · a vein every 8 min (max 1)"), and a single vein is no longer called "1 ore veins". (1Day2Die)
  • World Edit roads connect your town: paths you draw with World Edit – with their ramps, tunnels and bridges – now count as roads to the warehouse, and so do paved ground and bridges built from pieces. Before, a house only saw City Builder roads, dirt and fields, so a warehouse on a mountain reached by a World Edit road showed "No road to a warehouse". The road search also reaches further (450 m instead of 220 m) for long switchbacks.
  • Carriers walk the roads up the mountain: for long trips carriers and workers now follow the road network point by point instead of walking straight at the goal, where Valheim's path finder gave up on a long climb. They stay on bridge decks and in tunnels, keep to the right so they pass each other, and step back onto the road if they slip under a bridge.
  • Upgrade boxes go away with the building: the red and green boxes that show where an upgrade will build stayed on screen after you demolished the building, until you opened another one. They now disappear with it.

1.8.2

  • Send your Viking into a fight: select your Viking in the city view and right click an enemy – he walks up and fights with the weapon he carries (Valheim's own combat, real damage). Before you could only send him somewhere. For the fight he leaves the city view's ghost mode, so he can be hurt; below 35% health he breaks off by himself and goes back to being overlooked. (1Day2Die, idea by Ybivec228)
  • Lox riders follow orders again: the riding pose held the rider's body in its sitting animation, so a rider crawled after the squad at a tenth of walking speed and reacted to no order at all. He now only sits while standing still. (1Day2Die, reported by Ybivec228)
  • Soldiers stay out of deep water: when the path finder found no way, soldiers were pushed straight at their goal – into the sea, where they could only swim and took no orders any more. That is how riders chasing a boar ended up stuck offshore. Now they walk around deep water, and anyone already in it heads back to land first. Bridges, docks and shallow swamp water still work. (1Day2Die, reported by Ybivec228)
  • Taking a village means taking its hall: a campaign is no longer won by killing the garrison. Once no defender is left, your army moves onto the chieftain's hall (longhouse, Jarl's hall) and holds it for 20 seconds – or you tear the hall down. Only then has the village fallen. The campaign panel shows how far the siege has got. (1Day2Die, idea by Ybivec228)
  • Tribute or burn it down: after a victory the village window asks what happens to it. Tribute means it lives on, keeps building and pays you coins every minute. Burning it down tears every piece of theirs down as soon as someone is there to see it, hands you their whole stock and takes them off the map for good – no respawn, no rebuilding. No answer within five minutes means tribute, as before. (1Day2Die, idea by Ybivec228)
  • A player's town can fall: a war between players had no way to win. Now the defender's own machine judges it, because the buildings are theirs: their Jarl's Hall destroyed while enemy soldiers are in the town, or held by enemy soldiers while none of their own soldiers is alive there, and the town has fallen. The winner then decides. Afterwards the war is over on both sides, the squads come home and the town is safe for 15 minutes. (1Day2Die, idea by Ybivec228)
  • Make a player your vassal, or ruin their town: a vassal plays on normally, but 25% of every tax round goes to their overlord while the overlord is online (Militaer/VassalTax, 0–50). Three overseers of the overlord stand in the vassal's town and are the only thing holding them: kill them all and after two minutes the rule is over. Ruining the town instead turns a few of their buildings into ruins they have to rebuild, and ends the war. A vassal can't declare war on their overlord, only kill the overseers. (1Day2Die, idea by Ybivec228)
  • Monster lairs grow back in new places: new lairs appear in the land your scouts have uncovered, further out with every age, up to Welt/MaxLairs (12). Lairs you burned down never come back. (1Day2Die, idea by Ybivec228)
  • Clans found new villages: a thriving clan sends part of its people and coins out to found a daughter village, which then builds itself up like any other, up to Welt/MaxClans (10). New villages and lairs keep their distance from players' towns. Before, the only villages in a world were the four laid down when it was created. (1Day2Die, idea by Ybivec228)
  • Alliances have a name and a shared roster: the new Alliance window (button on the settlement plate) names your alliance and lists every member town – also the ones an ally brought in, because an ally of your ally is your ally too. The name travels through the whole group, the latest rename wins. Viking clans any member is allied with are listed as well and no longer declare war on anyone in the alliance. (1Day2Die, idea by Ybivec228)
  • Name your town: click the name on the settlement plate at the top left and type a new one. That name is what other players see. (1Day2Die, idea by Ybivec228)
  • Borders: a ring on the ground around every town you know – gold yours, green your alliance, red at war, grey the rest. Can be turned off in the settings. (1Day2Die, idea by Ybivec228)
  • Call your alliance for help: when at least two enemies are in your town, every member online gets a message with a button that marches their squads to you. The Alliance window also has a "Call for help" button and a "Send squads" button per member. (1Day2Die, idea by Ybivec228)
  • Your archers no longer wreck your own town: arrows from tower archers and bowmen used to tear down your own houses and walls – also the ones you built yourself with the hammer, because those carry no settlement mark. Nothing on your own side takes damage from your own people any more (settlers, soldiers, archers, scouts, heroes), and your arrows fly through your own build pieces instead of sticking in them. (1Day2Die, reported by Ybivec228)
  • Unit types are named right: mace bearers, archers, swordsmen, silver guards, Lox riders and staff carriers were shown as "Spearman" (and had a spearman's health) until the world was reloaded – the barracks wrote the unit type to the soldier only after he was already built. (1Day2Die, reported by Ybivec228)
  • Scouts walk into the swamp: the swamp lies at water level, so every step into it counted as deep water and scouts made a detour around every swamp – the fog over a swamp was never lifted. They wade through shallow swamp water now, and swamp is no longer counted as sea when deciding whether a target can be reached on foot. (1Day2Die, reported by Ybivec228)
  • Squads keep marching when you fly away: a marching order was only carried out while the squad was in the simulated area, and only during a war in multiplayer. Now every open order is walked through, wherever the camera is, and the city view keeps the area around a squad with an open order simulated so it fights on while you look somewhere else. (1Day2Die, reported by Ybivec228)
  • Dismiss soldiers that got lost: soldiers in an unloaded part of the world could not be clicked, so the only way to get rid of them was to tear down the barracks. The barracks window now lists them with their distance and direction, with a button to fly there and one to dismiss them (click twice). (1Day2Die, reported by Ybivec228)
  • Watchtower upgrades: watchtowers can be upgraded up to level 3. Each level adds one archer on the platform (up to four). (1Day2Die)
  • Soldiers and scouts move house: when their barracks or scout lodge is destroyed, they move into another one of yours that has room. If none has room, they wait 2 minutes (time to build or upgrade one), then go back to being normal settlers, and soldiers' gear goes back to storage. Before, they left after a few seconds and their gear was lost. Archers of a destroyed watchtower still leave. (1Day2Die, reported by Ybivec228)
  • Storage of the town you are in: in a town you are a member of, the Storage button in the city view opens that town's storage. See what is in it, take goods out (Co-owner) and put goods in (Citizen). (1Day2Die)
  • Lox Riders: new research Horsemanship (row V). Barracks train Vikings on tamed Lox with a black metal atgeir: fast, very tough, and their charge hits hard and knocks enemies back. On the steep ground of the Mistlands they are 30% slower. (1Day2Die)
  • Staff Carriers: with Staff of Shielding, barracks train Staff Carriers. They don't fight, stay behind the squad and shield everyone nearby every 20 s. Each battle costs 2 Eitr from storage. (1Day2Die)
  • Ballista on the watchtower: with Ballista Towers, a level 3 watchtower can carry a ballista instead of the fourth archer. It reloads from the wood in storage (1 wood per bolt). (1Day2Die)
  • Flying enemies: Deathsquitos and other flyers fly over walls. Melee squads no longer chase them at home (bowmen shoot them, and in a campaign battle everyone fights them), watchtowers aim at them first, and an alarm tells you when they are over the town. (1Day2Die)
  • Wet ground: buildings in the swamp stand on a stone plinth and cost 20% more. (1Day2Die)
  • Bonemass resists blades: in a campaign against Bonemass, spears, arrows and blades count for little and mace bearers for a lot; the battle report tells you. After Bonemass (Wishbone), scouts also mark the ore veins they pass on the map. (1Day2Die)
  • Scouts find dungeons: crypts, caves, infested mines and other dungeons a scout passes get a marker on the map and on the world map, first as "Point of interest". The new research Cartography (row II) lets scouts write down what they found, old markers get their real name too. (1Day2Die)
  • Ore Quarry: new building (after Eikthyr). Built next to ore, its miners break the ore veins nearby (copper, tin, silver, obsidian, muddy scrap piles) and bring the ore to the warehouse; placing it shows how many ore veins are in range. Ore grows back slowly: one vein of the kinds that were there every 8 minutes (faster with upgrades), up to as many as there were at the start (max. 4). With no ore veins in range it finds nothing, and the placement text says so. (1Day2Die)
  • Fine wood and core wood in range: placing a lumberjack's hut shows how many trees in range give fine wood (birch, oak) and core wood (pine). (1Day2Die)
  • Scouts find boss altars: with the new research Boss Lore (row III), scouts mark every boss altar they pass on the map and the world map, with the name of its boss. (1Day2Die)
  • No clicks through the Beta Tracker popup: clicking the popup no longer also clicks the red raid banner under it and jumps to the raid. (1Day2Die)
  • Uses World Edit 1.9.2.

1.8.1

  • Soldiers and scouts of a destroyed building really leave now: when a barracks, watchtower or scout lodge is destroyed or torn down, its soldiers, archers and scouts leave after a few seconds, also when they are far away (on the way home, out in the fog, on a server). Before they often just stayed. Soldiers whose barracks still stands stay, even far away. (reported by Ybivec228)
  • Dismiss scouts: the × next to each scout in the scout lodge window (click twice). Click a scout in the city view to open his lodge; if his lodge is gone, click him again to dismiss him. (reported by Ybivec228)
  • Bowmen shoot in campaign battles: in the battle at a camp, bowmen used to just stand around. Now they shoot like at home. (reported by Ybivec228)
  • Armies march as fast as you run: campaigns and wars used to walk slowly, now they move at your sprint speed (without stamina). (reported by Ybivec228)
  • Uses World Edit 1.9.1.

1.8.0

  • The world editor is now its own mod: World Edit. Valheim City Builder runs on it and installs it automatically, nothing changes for you: F6 still opens the editor, your settings, blueprints and towns stay where they are. People who only want the editor can install World Edit alone.
  • Edit together in multiplayer: in World Edit you see the other editors live: their cursor and brush, name, tool, selection and their last step. Click a name at the top to fly to them.
  • Blueprint gallery with pictures: every blueprint shows a preview picture, in the Creator list, the F7 Blueprints tray and the new gallery ("Gallery & get more"). Pictures are made in game from the real build pieces once and then saved. Packs that bring their own pictures use those.
    • Get blueprints online: download whole blueprint packs from Thunderstore in game (BiomeBlueprints by OverDrive: 353 builds), or browse the downloadable builds on valheimians.com with pictures, search and sorting. "Get" opens the build page in your browser, press Download there and the build shows up in your blueprints by itself.
    • Same build in several files (packs that ship one house per biome) only shows once. Filter by size (buildings, small stuff) and sort biggest first, smallest first or A-Z.
  • Creator: Select tool. Click a house or anything else to select it (houses you placed are picked as a whole), Shift+click or drag a box for more. M moves it (it follows the ground, R turns, arrow keys change the height), R turns it, Ctrl+D copies it, Del deletes it. Works in multiplayer, Ctrl+Z undoes everything.
    • Floors like in The Sims: select a house and look through its floors with the arrow keys or the floor buttons. Everything above is hidden, only for you.
  • Creator: Pipette. Click anything to build more of exactly that: a house becomes a blueprint you can place again, a build piece opens in Build pieces, trees, rocks and bushes are placed right away with each click.
  • Creator: Biome brush. Drag out an area and it becomes another biome: Meadows, Black Forest, Swamp, Mountain, Plains, Mistlands, Ashlands or Deep North. Ground, weather, light, music and creatures change, the height of the ground stays. Trees and rocks can be swapped for the ones of the new biome. "Original" brings the world's own biome back. Everyone with the mod sees it.
  • Dev tools are off by default: turn them on in the settings (Modes > Dev tools), then F8 opens them.
  • Fix: Creator terrain edits no longer vanish when you move or zoom the camera.

1.7.3

  • Pick what gets cleared: after selecting an area, the Selection window has a tick box for each kind of object – trees, logs, stumps, rocks, stones, bushes. Only the ticked kinds are cleared by your Viking or your settlers, the others stay selected for a second order. Shift+click still adds or removes single objects. (1Day2Die)
  • Open buildings from the selection: every selected building has its own row with its status. Click it to open its window, "‹ Selection" brings you back to the list. (1Day2Die)
  • Squad banners: a banner above each of your squads in the city view, so you find them quickly. Click it to select the whole squad, Shift+click adds it to the selection. Can be turned off in the config (Militaer/SquadBanners). (1Day2Die)
  • Command your Viking: your Viking always has a banner in the city view. Click the banner or the Viking and right click the ground to send them there, like a squad. This stops their current work. They wait at that spot and stay there when you leave the city view; if you look more than 150 m away, they follow you again. (1Day2Die)
  • Smokehouse makes cooked venison: venison used to become cooked meat. Now raw meat becomes cooked meat and venison becomes cooked venison. Switch the Smokehouse between Auto, Cooked Meat and Cooked Venison in its window. (1Day2Die)
  • Town members (multiplayer, beta): invite other players into your town with a rank – click their town's name plate, "Invite as". They keep their own town. The diamond button on your town plate lists your members and the towns you belong to. Members can only act while the owner is online. (1Day2Die)
    • Guest: your towns count as friendly (no war, build close like allies), sees your storage and building windows.
    • Citizen: + puts goods from the inventory into your storage, marks trees and rocks for your settlers to clear.
    • Builder: + changes production, commands your squads (click their banner, right click to send) and demolishes buildings (while you are near them).
    • Co-owner: + takes goods from your storage, researches, invites and manages Guests, Citizens and Builders.
    • Building and moving buildings in another player's town is not possible yet.

1.7.2

Creator (F6): cleaner tool list

  • Every tool now lives in one place. The list on the left went from 21 to 14 entries:
    • Shape ground: Raise, Lower, Smooth, Flatten, Roughen, Terrace and Peak in one tool.
    • Landforms: Mountain, Hill, Mesa and Crater (drag an area), Ridge, Canyon and Ramp (draw a line).
    • Paint ground, Copy & paste.
    • Trees & plants: single tree types or mixes in one tool.
    • Hedges & lights (was Plants & lights).
  • Brush or Area: Shape ground, Paint ground, Clear, Rocks and Trees & plants can work on a whole rectangle at once.
  • Pick path, fence and plant types in the bottom bar only (no second list on the right).

Creator: paths

  • Hills & valleys, per path: Auto (ramps, tunnels where it gets steep, bridges), Tunnel (straight through hills), Over the top (follows the ground, no tunnels) or Just paint (the ground stays as it is).
  • New curved Stone path, Plank path and Grausten path: slabs and planks laid along the curve, following the ground.
  • Straight grid roads moved into Paths & roads (Curved | Straight).

City builder

  • Heroes join campaigns: heroes guarding your town show up in the attack window and march or sail with the army. They count with their class and level, and come back wounded instead of dying. (1Day2Die)
  • The army strength preview counts swordsmen, mace bearers and silver guards with their real strength. (1Day2Die)
  • Scrap old ships in the ship window (docked and idle only). You get the cargo and half the materials back.
  • Exploring ships go island by island: after a coast they sail straight on to the next one and only come home when nothing is left in reach. Scouts stay ashore until the island is explored (up to 10 minutes). Ships also go to coasts your scouts can't reach on foot first.
  • Woodcutters replant trees that fit the area: beech, oak and birch in meadows, pine and fir in the Black Forest, fir in the mountains, birch in the plains.
  • Soldiers on campaigns march with the army instead of running and stopping all the time.

Fixes

  • An exploring ship without scouts kept sailing to the same coast over and over.
  • The building cursor was offset to the top right on some setups (4K monitors, render scaling). It now sits under the mouse.
  • Buttons on panels above the raid or event banner work again (e.g. + / − in Level Ground). (1Day2Die)

Thanks to 1Day2Die for the code, and DMT, Advo, Rex and Ybivec228 for the reports.

1.7.1

  • Real tunnels: when a path goes through a hill, it no longer splits the mountain. The mountain stays as it is, the path goes in through a stone portal and runs through a stone tube with lamps inside. Works in multiplayer, and Ctrl+Z undoes it.
  • Tunnels are wider and use far fewer pieces.
  • Undo/redo keeps tunnels and bridges intact.
  • The Thunderstore and Nexus pages now explain the Creator (F6).

1.7.0 - Creator (beta)

New Creator mode (F6): a full world editor with its own interface, for building whole maps. The World Editor button in the city view now opens the Creator.

  • Own interface: tools on the left, settings on the right, a browser at the bottom. Drag the panel edges to resize them, hide them with the arrows or hide everything with H. Undo and redo (Ctrl+Z, Ctrl+Y) with a History list. Test here puts your Viking in the middle of the screen so you can walk around in what you built, F6 brings you back.
  • Terrain brushes: Raise, Lower, Smooth, Flatten, Roughen, Terrace and Peak. Square brushes turn with R and snap to straight angles (the ring turns green).
  • Lines with as many points as you like: paths and roads, fences and walls, hedges, torches, lanterns and tree avenues. Smooth curves or sharp corners. Click a line later to change it: drag its points, drag on the line for a new point, Alt+click removes one, Shift+click makes it longer, switch the type, delete it.
  • Add along: put fences, walls, hedges, torches or trees on both sides of a path. Each side is its own line with its own points.
  • Paths adapt to the terrain: a path goes up a hill as far as it's walkable (the ramp is cut into the ground), through a stone tunnel where it gets too steep, and over a bridge where there's a gap, a ravine or water. This also happens when you raise a hill on a path later or dig a river through it, and Ctrl+Z undoes both together.
  • Bridges: wood, stone and rope bridges, drawn like a line, with arch or sag, railings and pillars.
  • Nature: vegetation and rock brushes with presets you can edit or copy, Forest, and Clear, which now also removes built pieces and loose items.
  • Water: rivers with real water that flows downhill, with width, depth and banks, and lakes in any shape.
  • Build: place blueprint houses (also your own PlanBuild/BuildShare blueprints), roads, and single build pieces from the hammer with snapping.
  • View distance: Far and Extreme view in the Creator (top bar): much more land loaded, trees and rocks stay detailed far away, no haze, zoom out much further. Only while the Creator is open.
  • Modes: turn the city builder and the Creator on or off separately in the settings. Server admins can make the Creator admins-only (also on servers without the mod: setkey cb_nocreator in the console).
  • Multiplayer: everything you build shows up for everyone on the server (everyone needs the mod).
  • Ctrl+Z, Ctrl+Y, Ctrl+C and Ctrl+V now work on every keyboard layout (e.g. German QWERTZ).
  • Brand new and big: if something behaves oddly, tell me on Discord.

1.6.1 - Terrain fix

  • Land pieces without their terrain changes: sometimes a 64 × 64 m piece of land loaded without its changes (flattened plots, World Editor work), with hard edges to the land around it, and the next edit there could get lost later. The cause is a Valheim hiccup: the terrain data of an area sometimes starts before the area itself has loaded. The mod now loads it again as soon as the land is there. Pieces that already lost changes before this update stay as they are.

1.6.0 - World Editor

New World Editor button in the build bar: shape the world in seconds, free and instant, everything can be undone with Ctrl+Z.

  • Brushes: Raise, Lower, Smooth, Flatten, Roughen (natural bumps), Terrace (steps like rice terraces or castle mounds) and Peak (grows rocky mountain tops). Round or square, up to 120 m wide.
  • Nature brushes: Clear removes trees, stumps, bushes and rocks instantly (pick what goes), Forest paints trees (biome trees, beech, oak, birch, fir or pine, adjustable density), Rocks scatters boulders, Paint colors the ground with grass, dirt, paving or farmland.
  • Select: drag out an area up to 200 × 200 m and Flatten, Raise, Lower, Smooth, Roughen or Terrace it, turn it into a Mountain, Hill, Mesa, Crater or Lake, fill it with forest or rocks, clear it or paint it.
  • Copy & paste: copy an area with everything growing on it (Ctrl+C) and paste it anywhere (Ctrl+V), R turns it.
  • Line: click two points for a Ramp (a path up a cliff), a Wall, a Canyon or a River below the water line.
  • Real size: while editing, trees and rocks can show at their real Valheim size instead of the smaller city builder size, so you see exactly what you get.
  • Multiplayer: everything you edit shows up for everyone on the server (everyone needs the mod). Tested with two players.
  • Brand new: if something behaves oddly, tell me on Discord.

1.5.7 - Hunting grounds & a click fix

  • Hunting cabins need open land: deer and boar only come out on free land 15–49 m around the cabin. Houses, paths and fields take that space away, so a hunting cabin in the middle of town gets game less often, has fewer animals around and its hunter walks further on his hunting trips. When you place a hunting cabin or open one, green and red dots on the ground show free and built-over land, and the window says how much is free. Hunting cabins at the edge of town work best. (idea from the YouTube comments)
  • Hunters bring in their whole catch: game shot far from the cabin used to leave its meat and hides lying on the ground.
  • Clicks no longer go through windows: name plates of camps, clans and other players' towns behind a window took the click – e.g. the + and − buttons of Level Ground opened the camp behind it. A window on top of another one now also gets the click itself. (reported by 1Day2Die)

1.5.6 - Fixes for trade & war between players (beta)

  • Turning off war protects you at once: switching off War between players in the settings now protects your town right away, also during a running war or a war that was saved with your town. (1Day2Die)
  • "Call squads home" reaches every squad: squads fighting in the enemy town or marching far away come home too and keep walking while you look elsewhere. Recalled soldiers stop hitting enemy buildings and don't fall back into an old patrol; a new attack order ends the way home. Attack orders on a target are now kept like move orders when the soldiers unload. (1Day2Die)
  • Trades no longer lose goods: an offer checks that what you ask for fits into your warehouses, and a trade falls through instead of throwing away the payment when the other side has no room. Goods that were already paid for always arrive, and the seller only gets the payment once the buyer has the goods. If the goods don't arrive in time or the buyer logs out, the buyer gets the payment back and the seller gets the goods back. (1Day2Die)
  • Spear Drill counts in battles run by another player's game: your soldiers keep their own research bonus (and don't get the defender's) when the defender's game runs the battle. Archers used to get the bonus twice (1.56× instead of 1.25×): now it counts once, so their arrows hit a bit softer than before. (1Day2Die)
  • Wildlife also leaves other players' settlers alone, not only your own. (1Day2Die)
  • Pasting a group of buildings no longer waits forever when part of the area doesn't finish loading. (1Day2Die)
  • Town window of another player: the "next good" arrow no longer covers the minus button of the amount, and the Map and Research buttons close the window instead of hiding behind it. (1Day2Die)
  • Multiplayer terrain: the terrain factors are rounded the same way for everybody, so a hand-edited factor like 0.354 no longer gives the world's creator different terrain than the other players. (1Day2Die)
  • Trade and war messages are only accepted from the game of the player they come from. (1Day2Die)
  • Beta Tracker: all changes of 1.5.5 and 1.5.6 are in the test list now. (1Day2Die)

1.5.5 - Trade & war between players, lots of fixes (beta)

Trade, alliances & war between players (multiplayer, beta)

  • Click another player's town – its name plate in the city view or its marker on the world map – and a window opens with everything you can do with them.
  • Trade: offer your goods for theirs ("20 wood for 10 iron"). They get a message and accept or decline; nothing changes hands before that. Or simply send goods as a gift straight into their warehouse.
  • Alliance: both have to agree. Allies may build right next to each other, and when your ally declares war on someone, you're asked to join.
  • War: declare it and after a 60 s countdown your towns are no longer protected from each other. Send all your squads with one click (or lead them yourself as usual): they fight the enemy soldiers and archers, then hit their buildings, which end up as ruins. Settlers and scouts are spared. Peace needs the other side's yes if they declared war too, and your squads come home on their own.
  • Alliances and wars are saved with your town and are still there after logging out or a restart.
  • Your army keeps marching when you look elsewhere, like campaigns against camps. Near the enemy town the defender's game takes over your soldiers and the battle goes on there, so it only needs one of you to be around.
  • War only happens while both players are online, offline towns stay safe. Don't want PvP? Turn off War between players in the settings and nobody can declare war on you.

Fixes (thanks for the reports in the YouTube comments!)

  • Placing no longer jumps: the cursor used to land on roofs, trees and rocks, so buildings and roads ended up somewhere else. It now always aims at the ground.
  • No more buildings stacked on one spot: after a fast camera move you could place several buildings in the same place while the area was still loading. Now it waits until the area is loaded and knows about construction sites that have just been set up.
  • Lumberjacks: they no longer get stuck in closed sheds, no longer damage their own hut with their axe swings, skip trees they can't reach and pick up the logs around a felled tree (whole logs come in again).
  • Soldiers no longer vanish (army 0 of 8) when the camera follows them far away from their barracks, or when you scroll away from your town.
  • Settlers are left alone by greydwarfs, boars and other wildlife (only raids still attack them) and heal over time.
  • Multiplayer: other players' towns have a name plate in the city view and a marker on the world map again.
  • Quarry workers leave ore veins alone (ore used to be left lying on the ground).
  • Multiplayer terrain: players joining a friend's server now get the same terrain as the world's creator. Before, they got normal Valheim terrain while the host's world was flat, and spawned in a pit.
  • Raids: raiders no longer flicker in and out at the edge of the view, and a raid can't go on forever anymore.

1.5.0 - Iron, silver, heroes & expeditions (beta)

This one is a beta again: a lot of new content, mostly built by 1Day2Die from the Discord. Please report bugs in the Discord. Want to help test? Install the optional CityBuilder Beta Tracker add-on.

Iron & silver, Expedition Hall, new troops

  • Expedition Hall (Military, after Eikthyr): send a party of your soldiers into burial chambers, troll caves, sunken crypts, frost caves or infested mines. They gather in front of the hall, are away for a few minutes and come back with what you would find there: surtling cores, scrap iron, crystals and more. Stronger parties bring more and lose fewer. Call them back early, or let the hall send the next party on its own. (1Day2Die)
  • Smelter (after The Elder): smelts scrap iron into iron, after Bonemass also silver ore into silver. Choose iron, silver or auto. (1Day2Die)
  • Armorer (after The Elder) forges iron swords and banded shields. Silver Mine and Silversmith (after Bonemass): silver ore, silver weapons and silver necklaces that traders pay well for. (1Day2Die)
  • New troops in the barracks: Swordsmen (iron gear, after The Elder) and Silver Guards (silver and wolf gear, after Bonemass). They have more health and count more in battles and on expeditions. (1Day2Die)

Heroes & tavern

  • New Tavern (Military, after Eikthyr): every day three heroes look for work there: warriors, berserkers, hunters and völvas in good gear. Hire them for coins, they cost a wage every tax round. (1Day2Die)
  • Heroes guard the town and take orders in the city view like soldiers. Or press E on a hero: they follow you on your travels, through portals, into dungeons and aboard your ship, where they fight from the deck. E again: they wait. Shift+E: back to town. H: all heroes nearby follow or wait. (1Day2Die)
  • Heroes gain experience in every fight and level up (more health and damage). Völvas heal you and everyone around them. A fallen hero comes back to the tavern after a while, or right away if you pay the healer. (1Day2Die)
  • Give a hero your items: look at them and press a hotbar key (1-8), they wear or wield it. The tavern gives everything back with one click. New gear for a new age costs coins. (1Day2Die)

Level Ground

  • New Level Ground in the Roads bar: mark an area, pick the height and let your settlers or your Viking flatten it spot by spot. The preview shows every spot at its future height (blue = filled up, red = dug away) with the numbers near the mouse. Spots next to buildings, walls and stone or plank paths stay as they are, so nothing loses its footing; dirt tracks and paved roads are leveled along with the ground. (1Day2Die)
  • Fix ground button for every building: levels the ground under it to its floor and lets it run out softly around it. (1Day2Die)

Storage

  • In the storage window a click takes one item into your backpack, Ctrl+click a whole stack. (1Day2Die)
  • The window has two tabs: Goods with the usual goods and Other with everything else in storage (bought metals, what was put into a warehouse chest, trophies ...) in pages of 25, so big storages don't make the window huge. (1Day2Die)

Beta tests

  • The mod now carries a list of its features and notes the moment one is really used. The optional add-on CityBuilder Beta Tracker reads this and shows testers which features they tried in singleplayer, multiplayer or on a dedicated server, with a "works" or "problem" rating. Without the add-on nothing happens and nothing is sent. Get it here: CityBuilder Beta Tracker (1Day2Die)

Credits

  • The Tavern, Expedition Hall, Smelter, Armorer, Silver Mine and Silversmith use house designs from the BiomeBlueprints collection by OverDrive, built by Builder, Admin Veseljko, Xxx, Babe, Biome Blueprints and Sirna. Thank you!

1.4.1 - Terrain update (beta), re-upload

Same as 1.4.0, with two technical changes so Thunderstore's automatic check accepts it: Linux/Proton is now detected without calling Windows system functions, and repair plans are stored in a plain format. No gameplay changes. (Repair plans saved with 1.4.0 are simply recorded again.)

1.4.0 - Terrain update & community update (beta)

This one is a beta: the terrain tools are new and not polished yet. Please report bugs in the Discord.

Terrain tools & village zones

  • New worlds now get gentle hills by default: 35% of Valheim's height, so it looks like Valheim but is still easy to build on.
  • New Terrain button in the build bar with brushes to shape the ground yourself: Raise, Lower, Smooth, Flatten. Hold the left mouse button, [ and ] change the size, Ctrl+Z undoes the last stroke. Round or square brush (B, square is great for plateaus and straight cliffs), up to 120 m wide and 400% strength. Trees and bushes move with the ground.
  • Village zones (also in the Terrain bar): drag out an area and your Vikings level it over time, with soft slopes at the edges. Trees on it are cut down and the wood goes into your warehouse. 1 Wood per 25 m², up to 64 × 64 m per zone.
  • Buildings no longer change the ground at all: they are placed as they are, no leveling, no flat area, no rock walls. Shape the ground yourself with the terrain tools if you want. (A Valheim update had also quietly broken the old plot leveling.)
  • No more 8 m limit: Valheim only lets you raise or lower the ground 8 m. The terrain tools now go up to 100 m (config: TerrainMaxHeightChange), so you can build real cliffs, hills and valleys. Works in multiplayer, everyone just needs the mod (as always).
  • Paint roads freehand: turn the grid off (G) and dirt tracks, paved roads and meadow are painted with the mouse, curves included. Hold the left button and draw. The width is adjustable with [ and ] or the buttons in the Roads bar. With the grid on, roads work like before (start and end on the 2 m grid). Stone and plank paths always use the grid.
  • Turn buildings freely: with the grid off (G), R turns a building in 5° steps, holding R turns it smoothly, Shift+R turns it back. With the grid on, R still turns in 90° steps.
  • Terrain styles for new worlds: Gentle (new default, rolling hills, how much stays is adjustable), Valheim (natural terrain, your Vikings level village zones) and Flat (like before). The style is saved per world.
  • Already playing on a flat world? Settings > Terrain > Make new land hilly: everything you explored stays exactly as it is, all land you haven't been to yet gets hills again, with a smooth slope in between. Places like dungeons and boss altars that Valheim already planned keep their height. No new world needed.

Big thanks to 1Day2Die from the Discord, who dug through the mod, fixed a pile of bugs and built a lot of the new stuff below. Everything marked (1Day2Die) is his work, brought over into the mod and made to work in multiplayer.

Fixes

  • No more holes in the ground when your Viking or settlers mine rocks. (1Day2Die)
  • Big rocks are mined completely, not just the first chunk. (1Day2Die)
  • Taking goods from the storage into a nearly full backpack could duplicate them. Fixed. (1Day2Die)
  • Soldiers actually reach the enemies you send them to, even between houses, and take the next enemy when theirs is dead. Clan warriors can be attacked on order. (1Day2Die)
  • Soldiers and tower archers leave the training dummies alone. (1Day2Die)
  • Move orders survive reloading the world. (1Day2Die)
  • Small tree saplings no longer block a building plot, the construction site clears them. (1Day2Die)
  • Food, mead and wards in community blueprints are no longer built as loose items. (1Day2Die)
  • Blueprints are found even when r2modman's "Import local mod" flattens the folders. (1Day2Die)
  • Smoother big towns: settlers don't scan every house wall anymore when they look for work. (1Day2Die)
  • Your town save keeps three rotating backups (.bak1-3 next to the save). (1Day2Die)
  • Errors that used to vanish silently now show up in the log, which helps a lot with bug reports. (1Day2Die)

Building & clearing

  • Clear with your settlers: mark trees, rocks, stumps and bushes and let free residents and idle workers clear them. Stumps can go together with the tree. (1Day2Die)
  • Blocked plot? The tooltip names what is in the way. Ctrl+click: your Viking takes it down and the building starts after. Shift+click: build anyway. (1Day2Die)
  • Upgrade preview: see where an upgrade needs room before you click. (1Day2Die)
  • Range rings for Skald's Fire, Watchtower and Meadery, and Skald/Meadery zones when placing houses. (1Day2Die)
  • Repair buildings exactly: raiders knock out parts, the Repair button rebuilds only the missing pieces, in the same spots. (1Day2Die)

Storage

  • Tooltips show how much of each good is made and used per minute and when it runs out. A "Running low" line warns early. (1Day2Die)

Military

  • New troop types: archers and mace bearers, chosen in the barracks. (1Day2Die)
  • "To arms!" button during raids, automatic defense of your town (can be switched off), patrol routes. (1Day2Die)

Research

  • The 13 "coming later" topics now work, plus 21 new ones. The research window has seven rows, one per age. (1Day2Die)

Performance

  • New switches: building shadows and fire smoke (Settings > Other) for very big towns. (1Day2Die)

More fixes

  • You could die from "fall damage" when leaving the city view on hilly ground (your Viking was carried along under the camera). Fixed.
  • Strolling residents walked out of the simulated area and froze at its edge, so big towns looked empty. They now stay in town.
  • Text on macOS uses Palatino when it's installed.
  • Text on Linux with Proton (Steam Deck, CachyOS & co.): menus and labels could be invisible, because the Windows font the mod uses (Palatino) is missing there. The mod now notices Proton and uses Valheim's own font, and checks that a font really has letters before using it. Thanks for the report on Discord!

1.3.0 - Your feedback, part 1

Performance

  • Big towns run a lot smoother: in a test town with 150 buildings the city view went from about 15 to about 40 FPS.
  • Physics in the city view runs 30 times per second instead of 50 (setting: Performance > CityViewPhysicsRate).
  • At most 15 residents stroll through town (they are only decoration). Change it in the new settings window.
  • Building labels and warning badges are much cheaper to draw.

Look & settings

  • Trees, rocks and grass are now only small in the city view. When you play your Viking they have their normal Valheim size again. (Settings: City view only / Always / Off)
  • New settings window: gear icon at the top left in the city view. Tree height, grass height, miniature effect, light, strolling residents, grid and more. Changes apply right away.
  • New Discord: discord.gg/k2MB8SrYdm for bug reports, ideas and sneak peeks. Two small buttons at the bottom left of the city view take you there (and to Ko-fi).
  • Text on Steam Deck / Linux: the mod now falls back to Valheim's own font when the usual fonts aren't installed. Before, all text in the city view could be missing on SteamOS.

Fixed after a Valheim update

  • Dirt tracks, paved roads and the meadow brush paint again. They also work on hills now and follow the ground.
  • Buildings on hilly ground level their plot again (only under the building, with a soft slope around it), so they don't float or sink into the hill.

Inventory & warehouse

  • Pressing F7 no longer dumps your backpack into the warehouse. Everything you carry when you switch to the city view stays with your Viking. Only what he gathers in the city view goes to the warehouse.
  • Choose per item: in your inventory, hover an item and press L. Lock = always stays with your Viking, chest = always goes to the warehouse, nothing = auto. Saved with your character.
  • New Unload your backpack button in the storage window: puts everything except locked items into the warehouse.
  • The storage window now shows every good in your warehouse (troll hide, iron, resin ...). Before, some items went in and couldn't be taken out again.
  • Click a good to take a stack, Ctrl+click to take as much as fits. What you take out stays in your backpack.
  • Trade routes can sell those goods too.

City view

  • No more teleporting: when you leave the city view, your Viking is back where he stood when you pressed F7. Clicking the minimap only moves the camera.
  • You can't switch to the city view while enemies are close.
  • The normal Valheim map isn't uncovered anymore while you look around in the city view.

Exploring by ship

  • New button in the ship window: Explore the coast. The ship sails to the nearest unexplored coast, uncovers the fog on the way and drops off scouts (Raft 1, Karve 2, Longship 3, Drakkar 4). They explore that land, then the ship brings them home and heads for the next coast. Island starts can reach the Elder now.
  • Scouts only pick targets they can reach on foot, so they don't run back and forth at the shore anymore. When their land is done, they tell you to use a ship.
  • Sending a scout across the sea on the map now tells you to use a ship instead.

Bosses

  • A boss stays calmly in his camp while his guards are alive. He no longer chases you when you can't hurt him anyway.
  • Walking up to a boss camp tells you how it works: kill the guards first (or send your army), then the boss can be fought.
  • Hitting a protected boss shows a clear message in the middle of the screen with the number of guards left.
  • Camp guards no longer die in their own sharp stakes and camp fires (that made bosses lose their protection on their own).

Coming in the next days: a terrain update (natural Valheim terrain, tools to shape the ground yourself, village zones your Vikings level for you).

Update 1.2 (ships, raids, walls, events) is still a beta.

1.2.2 - Support link

  • Small "Support the mod on Ko-fi" link at the bottom left of the city view. It only opens the page in your browser, nothing else. You can turn it off in the config (UI > ShowSupportLink).
  • No gameplay changes. Update 1.2 is still a beta.

1.2.1 - 1.2 is a beta

  • No gameplay changes. Update 1.2 is marked as beta: ships, raids, walls and events are brand new and haven't been tested much yet. Back up your world before you try it, and please report anything that breaks.

1.2.0 - Harbors, Ships, Defenses and Events (beta)

Harbor & ships

  • New category Harbor: Harbor, Shipyard and Fishery. Coastal buildings turn their back to the water on their own and get a wooden pier.
  • The Shipyard builds four ships, one per age: Raft (Age I), Karve (Age II), Longship (Age III), Drakkar (Ashlands).
  • Trade routes by ship: pick a clan or trader at the coast, choose what to sell and buy, and the ship sails back and forth on its own. You can watch it sail the whole way. Ships find a real sea route around the coast.
  • Clans you can reach by sea: if no village is at your coast, a couple of seafaring clans settle further along the shore.
  • Fishery: fishermen row out on a raft and bring in fish. Fish is a new food for Vikings and Karls.
  • Troop transport: Karve (6), Longship (12) and Drakkar (20) can carry your army. In the Attack tab press Sail!: the soldiers board at your harbor, land near the target, fight and sail home.

Raids & defense

  • Raids now come with a warning: a banner at the top counts down and shows the direction. Click it to look there.
  • Raids grow with every age (more and tougher enemies). Big raids come in two waves.
  • Raids by sea: clans across the water come with longships. You see them sail in, they land on your shore and storm the town.
  • Watchtower: two archers on the platform shoot raiders and monsters within 45 m. They leave deer and boars alone.
  • Palisade, gate and stone wall: draw walls like roads, with two clicks. Raiders have to break through.
  • Ruins: a successful raid can burn down a building. It stays as a ruin until you rebuild it for half the cost.

Events (config: Ereignisse)

  • Every 8 to 14 minutes something happens once your town has a few buildings:
  • Fire: a building burns. Put it out for a few coins, or rain does it for you. Otherwise it turns into a ruin.
  • Harvest festival: spend mead or food, get double taxes and faster growth for 5 minutes.
  • Travelling merchant: a trader with a cart visits for a few minutes with three special offers.
  • Thief: sneaks to your warehouse and steals coins. Archers and soldiers can catch him and get the loot back.
  • Blood moon: the sky turns red and a horde attacks.
  • Treasure: a chest shows up somewhere near town. Go get it with your Viking.

Multiplayer

  • Ships, harbors, piers, fishing rafts, walls, watchtowers and events work in multiplayer. You see the other players' ships sailing.

1.1.0 - Multiplayer (beta)

  • Every player builds their own settlement: own storage, economy, research and settlers. Works on dedicated servers and when hosting from the game. The server does not need the mod, only the players.
  • Other players' towns are protected: their buildings and settlers can't be damaged or torn down with the hammer.
  • Keep 60 m distance to other players' towns. Hover over a foreign town in the city view to see who it belongs to and if they are online.
  • Offline protection: when a player is offline, their town rests and nothing happens to it.
  • Boss camps, clans, traders and tribes exist only once per world. The player who is closest runs the camp, so no more double bosses or guards in multiplayer.
  • Your relation, wars and trade agreements with clans are your own. Stock and garrison of a village are shared by everyone.
  • Players far away from the first town get their own clans nearby.
  • Uploaded a singleplayer world to a server? A player without a town can take over the old town (and its storage and research, if the old save is on their PC).
  • Residents no longer stand still when Valheim can't find a path for them (e.g. on hilly ground).

1.0.4

  • Performance: buildings placed by the mod no longer run Valheim's structural support and rain cover checks on every piece. Big towns should lag a lot less.
  • Tip: if a big town still lags, set AktiverBereich (active area) in the config to 1.

1.0.3

  • Boss camps now look like camps: a palisade ring with two gates, torches, fire pits and camp clutter around every boss altar, styled per boss. Monsters don't wreck camp pieces. Also gets built in existing worlds the next time you visit the camp.

1.0.2

  • Bosses stay in their camp. Eikthyr no longer chases you back to your town and wrecks it.
  • No more duplicate guards or bosses when you leave a boss camp and come back.
  • The shield message now tells you how many guards are left ("Kill them first or send your army").
  • Freshly trained scouts start exploring right away, no need to press Explore first.
  • Scouts no longer get stuck standing in one spot. If the path is blocked they walk straight on or around water, and a stuck scout picks a new target by itself.

1.0.1

  • New worlds you create with the mod installed now get flat terrain automatically (no more "flat" in the world name needed). Existing worlds stay untouched. Config: NeueWeltenFlach.
  • Tip in the city view when a world has normal Valheim terrain.

1.0.0

  • First public release.