You are viewing a potentially older version of this package. View all versions.
TXC-HearthAndVillage-0.12.6 icon

HearthAndVillage

Your houses become a living Viking village. Villagers work, defend in formation, explore other biomes and raise children who inherit their traits. Moods that tell you why. Discord kazo6941

By TXC
Date uploaded 21 hours ago
Version 0.12.6
Download link TXC-HearthAndVillage-0.12.6.zip
Downloads 162
Dependency string TXC-HearthAndVillage-0.12.6

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
ValheimModding-Jotunn-2.30.2 icon
ValheimModding-Jotunn

Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.

Preferred version: 2.30.2

README

Hearth and Village

Not NPCs that stand around your base. A village that lives in the houses you build.

Send bugs and ideas to me on Discord, kazo6941.

Why Hearth and Village

  • Generations, not just workers. Couples in a comfortable home have children. Children grow up over 30 days and inherit their parents' looks, traits and talents. Villagers grow old, teach the young and die peacefully in their beds, so your village has a history.
  • They really live in your houses. Every house is measured into rooms and doors. Villagers go through one door at a time, walk round your furniture and sleep in their own beds. Build as you like. No special blueprints, wide ramps or accessible layouts needed.
  • Moods that tell you why. Every villager has a mood from 0 to 100, with every reason listed. A comfortable home, family under the same roof or a house crowded with strangers, hunger, a death in the family, a raid, an evening by the fire, how you treat them. Happy villages work faster, grow and have children. Miserable villagers stop working until things get better.
  • A village that defends itself. Soldiers become a tank, fighter, ranger or healer from their gear and fight in formations you pick on the K wheel. Tanks block with their shields, soldiers go for what you attack, and rangers hold back and shoot. When the bell rings, everyone else runs to bed. A fallen villager recovers in their own bed instead of dying (permadeath is optional).
  • Expeditions. Send a team to another biome and they come back with loot, or with stories, depending on their gear and skills.
  • Real jobs with real tools. Farmer, lumberjack with a cart, station tender, cook and alchemist, fisher with bait, and an animal keeper who tames, feeds and breeds in your pastures. Villagers with no job tidy up.
  • One book for everything. Villagers, work, storage, expeditions, food, and the village's Saga, a page that remembers every arrival, birth, death and raid. When someone needs something, they tell you, with "I need an axe" over their head and in red in the book.
  • Multiplayer and dedicated servers.

Getting started

  1. Build a Village Banner with the hammer (Misc tab, needs a workbench). It marks a circle of 40 m (55 m as a village, 75 m as a town).
  2. Inside the circle, build a small house with a roof, walls, a door and a bed, then press Shift + E on the bed. Its hover text should say "ready for a villager". Press E on a marked bed to choose who sleeps there.
  3. Recruit a villager in the book (press E on the banner) or wait for a wanderer. Give them a job in the book.
  4. Put materials, seeds and food in chests inside the village. That is where the villagers look for what they need.

The jobs

  • Farmer. Works all the hoed ground in the village, keeps it planted with the crops you choose and grows the seeds he needs.
  • Lumberjack. Cuts, gathers and replants trees around a Forest marker, which can be placed anywhere near a village, and brings the wood home in a cart.
  • Station tender. Feeds smelters, kilns, windmills and similar stations from the village chests, following the orders you set.
  • Cook and alchemist. Cook food and brew meads to keep the pantry stocked.
  • Fisher. Fishes the village shore with real bait.
  • Animal keeper. Runs fenced pastures. She feeds the animals over the fence, culls extras, collects eggs and honey, and brings in wild animals to tame in the pasture (faster with her Ranching skill).
  • Armory. Mark any village chest as the armory (Shift + E). Villagers take better weapons, armour and tools from it.

Multiplayer

Everyone (and a dedicated server, if you use one) must have the mod, with the same 0.11.x version.

Configuration

Settings are in BepInEx/config/txc.village.cfg. Among them are the village radius and the spacing between villages, the recruit price, how often wanderers come, permadeath, injury time, and extra item names that count as healing staves (the base game has no healing staff for players, so healers need one from another mod).

Requirements

  • BepInExPack Valheim
  • Jotunn
  • Optional, Smoothbrain-Ranching

CHANGELOG

Changelog

0.12.6

Farming

  • Kept for seed. In the banner book, Work, Farming, a bar for each crop sets how much of each harvest goes to making more seeds. At 100% all of it (carrots into seed carrots, barley sown again), at 0% none and only seeds already in the chests are planted. The rest is for the village, and the cook leaves the share kept for seed alone. It starts at 50%.

Fixes

  • Villagers no longer jump back home while they stand round the evening fire or talk. On servers this showed as villagers teleporting.
  • The keeper keeps trying to bring in wild animals. A trip broken off by a monster or a meal no longer puts the animal aside, an animal that got out is fetched again at once, and one that runs off waits a minute instead of ten.
  • When a wild animal near the village keeps running off, the keeper says so instead of saying there is none.
  • Beds no longer change by themselves. A bed stays a villager's when its fire goes out, and married couples are not moved. Choose their beds with E on a villager bed.
  • Turnips show in the Farming crop list again.
  • In the evening villagers gather at a fire with room round it, so an open bonfire wins over a fire in a cramped house.

0.12.5

Pastures

  • A gate in the village no longer has to be a pasture. In the banner book, Work, open the pasture and press Not a pasture. It becomes a plain gate, leaves the Work list, and the keeper and the animals leave it alone. Shift + E on the gate makes it a pasture again.

Fixes

  • Villagers inside a house with a gate for a door no longer walk to that gate to get out. Only a pasture with animals chosen counts.

0.12.4

Performance

  • Caretakers cost less. They share one list of what lies about instead of each going over every loose item loaded.

Jobs share the chests

  • The cook leaves in the chests what the farmer needs to sow again (barley and flax, or carrots and turnips for their seed crops) and a day of food for the keeper's animals. When that is all there is, the cook says so.
  • The cook also cooks with raw food from the pantry (meat, fish, vegetables) when the chests have none.

Pastures and forests

  • A house built inside or against a pasture counts as part of it. In the banner book, Work, the pasture's Buildings section lets you take a house out of the pasture or put it back.
  • Animals living in a pasture no longer run from fire or monsters. They stand and fight.
  • Forests show the kinds of tree you can plant there (seeds in the chests and a sapling that grows in that biome). Switch Plant on and the lumberjack plants them on free ground, with seeds from the chests.

Fixes

  • Animals the keeper leads in follow her straight through the gate instead of waiting at it, and stay in the pasture once she lets them go.
  • The keeper shuts the gate from outside. Villagers shut in a pasture go out through the gate instead of standing at the fence.
  • The farmer picks ripe crops even with a worn-out cultivator. He only needs it to plant.
  • Seeds in the pantry show in the Farming crop list, with no limit of ten. Seeds for a crop that doesn't grow here show greyed, with the biome it needs.
  • A villager no longer sits on the ground after riding on a ship's bench.
  • Caretakers share out the tidying. Each takes a whole pile of loose things in one trip and the nearest one goes, instead of several going after the same pile. Things in the wrong chest go together in one trip.
  • Caretakers no longer say the chests are full while a chest has room and the others are still picking things up.

0.12.3

Performance

  • Villagers' AI costs about a fifth less, and the animals and monsters around a village cost less too. Villagers work out whether to fight or hide once a frame, skip far-away creatures when they look for monsters, and are told apart from other creatures faster.
  • Caretakers cost much less when the village is in order. They share one list of damaged pieces instead of each going over every building piece loaded.

Fixes

  • What a caretaker brings you now waits at your feet when your bag is full. It used to go back into the chests 10 seconds later. It stays a minute, or up to ten while you are in the village.
  • Hovering over a villager shows what they are doing now, such as "Down, recovering in bed" or what they are missing for their work.
  • A hurt villager no longer holds their tool while lying down.
  • Children run to their mother's bed when the bell rings instead of playing on through a raid.

0.12.2

Beds

  • Press E on a villager bed to choose who sleeps there. Whoever slept there takes the other one's bed, and a married partner moves in too when the room has another free bed.

Villagers talk more, and more clearly

  • Villagers who have nothing to do and meet stop and talk for a while, about several things.
  • Problems are said in many ways and say plainly what is missing and what it is for. "I can't make cooked boar meat. There's no boar meat in the chests."
  • Now and then they say something about their work, the weather, the time of day, their family or the last feast or raid.
  • Nobody talks in their sleep any more.
  • No more brackets or colons in what villagers say.

Fixes

  • The soldier with a shield raises it when a monster attacks and fights the rest of the time. It used to block nearly all the time.
  • The farmer holds the cultivator while working.
  • The farmer says why nothing is planted (no crops picked, no seeds) instead of "the fields are planted".
  • The book shows whether each villager is a woman or a man, and who they are married to.
  • Long names no longer run into the gear score on the expedition page.

0.12.1

Villagers eat properly

  • Soldiers no longer stay on alert with nothing to fight, so they go and eat.
  • The healer stops to eat when nobody near is badly hurt.
  • The keeper no longer keeps fetching an animal that is already in the pasture, which also kept her from eating.
  • A villager busy with work, a cart or an animal still goes to eat after a short while, instead of giving up with "can't reach the pantry".
  • Injured villagers eat in bed.
  • Villagers no longer eat twice in the same morning.

Soldiers

  • Soldiers no longer hunt boars and other calm animals. They only fight animals that attack someone inside the village.
  • Guards stay inside the village circle instead of chasing things far away.

Dedicated servers

  • "Run villages while players are away" now really works (in 0.12.0 the server never loaded the village) and is on by default. While someone is online, the server runs one village that no player is near.
  • It picks the village with the most work. Smelters, kilns and other busy stations count most, then cooks, alchemists and farmers.
  • It stays while the village has work and leaves when the work is done, a player comes near, a raid is on there, or nobody is online. No more switching on a timer. Villages with nothing to do get a short check visit every 15 minutes.
  • It watches the server's frame rate. If a village drags the server under the limit for 30 seconds, the server leaves it and lets it rest for 30 minutes (longer if it happens again). New settings "Lowest server FPS while running a village" and "Largest frame rate drop from a village (%)" under "5 - Server".
  • New admin command txc_village serverstat shows the server's frame rate, with and without a village, and which village is running.
  • Turn it off in the settings if your server struggles.

Villages keep going while nobody is near

  • When a village was not loaded for a while, it catches up when it loads again. The lumberjack brings in some wood (half his usual pace, no trees cut, limited by his axe, the chest room and 3 days at most).
  • Villagers eat from the pantry for the meals they missed. If the pantry runs out, they get hungry as usual.

0.12.0

New in the book

  • A Food tab. It says how villagers eat (only from the pantry at the banner, morning and evening), how long the food lasts, and who is hungry and why. Foods are split into cooked and raw, with how many are in the pantry and how many sit in other chests (those aren't eaten). "Allow all" and "Only cooked" buttons.
  • Work has a "Food and drink" section with Kitchen (the cook), Brewing (the alchemist) and Fishing (the fisher), each on its own page.
  • A pantry you never set up allows every food, raw ones like berries and honey too. Meads and potions are never food.

Hunger fixes

  • A banner taken down and put up again keeps its pantry's food list.
  • Injured villagers and mothers on bed rest eat in bed.
  • Villagers back from an expedition with food in their pack are no longer hungry.
  • A hungry villager goes to eat at night too, then goes to bed.
  • The book and the mood say why someone is hungry (no allowed food in the pantry, can't reach it, injured).
  • Gluttons no longer get hungry every morning.
  • How long a villager may take to reach the pantry depends on how far it is.
  • Multiplayer. Eating, and the cook filling the pantry, no longer move the whole village to another player's game, so meals and other changes aren't lost.

Village upgrades

  • The cost of a new level is paid from the village chests first and the rest from the inventory of the player who presses Upgrade, coins included. If the upgrade fails, the items come back.

Dedicated servers (experimental, off by default)

  • New setting "Run villages while players are away". When on, a dedicated server runs villages that no player is near, one at a time, while there is work to do and someone is online. No raids happen there while nobody is around.
  • Fixes that help every game: villagers no longer lose beds that are in an unloaded area, no second copy of a villager appears while the first is far away, and harvesting works when nobody is near.

Multiplayer and lag

  • Fixed the freeze some players had near a village. The village no longer sends all its villagers' data to every player every 2 seconds. Small changes (mood, packs, skills, memories) are sent together at most every 20 seconds, and big ones (a newcomer, a bed, a job) at once.
  • Moving a villager to another village, or sending a follower home, works when another player runs the village. Nobody is lost or ends up in two villages.
  • Villagers no longer vanish and come back when a village changes hands.
  • Unsaved village changes are kept when you leave the area, quit normally or take the banner down.
  • A villager's data saved by a newer version of the mod is never overwritten by an older one.

Village life

  • Couples who already lived together are married only once, and only if they could have courted.
  • Feasts are no longer lost. Two weddings on the same evening share one feast, and a birth waits for the next evening.
  • Only the couple (or the parents) get the special feast mood.
  • Weddings wait until both are home and well.
  • Married couples move into a room of their own, and can have children with others in the house.
  • Soldiers come to feasts when there is no raid.
  • Talks no longer show a villager's code, and villagers don't tell the couple about their own wedding.
  • New things to say about feasts.

Jobs

  • A worn tool a caretaker took to mend is never lost after a reload or a job change.
  • Workers no longer go back and forth to a full chest, an unreachable station or a chest that won't take the item.
  • Farmers, lumberjacks, fishers and tenders respect chest filters and the armory.
  • A hungry villager who can't reach the pantry waits longer each time and says so, and doesn't drop the animal or cart they are leading.
  • The keeper never feeds the animals a villager's own meals. The cook keeps track of the food she carries after a reload.
  • The farmer doesn't plant food from the pantry.
  • Caretakers say which station they need to mend worn gear.

Book and notices

  • The village page says why wanderers aren't coming (no bed, unhappy, limit reached) and what to do.
  • Hungry villagers are listed.
  • Greyed-out buttons say why. The bell has a tip.
  • Deaths, injuries, raids and returning expeditions reach every player, however far away.
  • Cart, skill and taming news are small notices now.
  • A Food bar replaces the always-full Stamina bar.
  • Villagers with no job are called Caretakers everywhere.
  • No more colons in the game's text.
  • The README has a first-hour guide.

Balance

  • Mood is harder to max out. It starts at 40, comfort counts a little less, hunger hurts more, and villages and towns expect better homes. Married counts more than courting.
  • Recruiting starts at 20 coins and rises more slowly. Haldor and Hildir no longer sell recruitment contracts (old ones still work).
  • Expeditions: normal and long trips bring more, short trips are riskier, and nobody is ever completely safe. A villager who falls on a trip damages a piece of gear. Black Cores, Molten Cores and Dvergr key fragments only come from great trips.
  • Soldiers eat two different foods and gain health with each boss defeated. Healers heal a share of the target's health.
  • Newcomers arrive aged 30 to 70 days. A town can have 3 little ones.

Fixes for stability

  • An error in one villager or one part of the mod no longer stops the others.
  • A damaged villager entry is kept instead of being deleted.
  • Saved numbers read correctly on computers in any language.

0.11.3

  • A "Find" button on each villager in the book. They call out "Here!" and a warm light shines over them for 30 seconds (only for you), and a message says how far and which way they are and what they are doing.

0.11.2

The village book is lighter

  • Clicking in the book (a pasture's food, a crop, an order) is about twice as fast.
  • With the book open, it only redraws when something it shows has changed (it rebuilt everything every 2 seconds).

Village life

  • Villagers who meet by day stop now and then to talk. You see it in bubbles over their heads, about what really happened (births, deaths, trips, their work, gifts from players, their traits, who is courting). A good talk lifts their mood a little.
  • Talking, evenings at the fire and feasts make friends. Good friends cheer each other up.
  • Two good friends, a woman and a man, adults close in age and not family, may start courting. After two days they marry, move in together when there is room, and the village feasts.
  • Children now come from married couples, and not in old age. Couples who already lived together count as married.
  • Feasts by the banner (or a fire beside it) for weddings, births, the village growing and a boss falling. Villagers gather in a circle, raise their horns, cheer, dance and call out toasts. Everyone who came is in a better mood. No food is used.
  • Mood shows good friends, a marriage and courting.

Caretakers

  • Villagers with no job, once the village is tidy, take badly worn weapons, tools and armour from the chests to the station that repairs them, mend them and put them in the armory.
  • They also repair damaged buildings in the village, the pasture's fence included, when the village has the station the piece needs.

Fixes and small things

  • Soldiers on guard stand down when there is nothing left to fight (they stayed alert and ran about).
  • Allowing and refusing pantry foods shows at once, and two quick clicks no longer undo each other.
  • Villagers following you take two meals from the pantry when their pack has no food.
  • The job list shows lumberjack and soldier as too heavy for elders instead of letting you pick them.
  • The skills on a villager's card show only what they have trained and their job's skill.
  • Work speed in the book counts age, pregnancy and every trait, as the villager does.
  • Notices that don't fit on the village page go under "+N more" instead of being cut.
  • The key is called Shift + E everywhere.
  • Upgrading a village says how far the neighbour is and how much room it needs. New settings default to 150 m between banners, room for two towns.

0.11.1

Fixes

  • Multiplayer. Changes from other players (meals, memories, skills, comfort) now go to the player who runs the village, so nothing is lost and a fallen villager no longer comes back with a copied pack.
  • Opening a villager's pack no longer takes the villager over from the player who runs them. They keep their task and soldiers stop switching between players.
  • A villager removed, moved or dead of old age now disappears for every player, not only the one running the village.
  • Old-age death works on every machine (it looked at "lying in bed", which only one player could see).
  • Penned animals act like animals again near the gate (they flee, fight and eat), and the keeper lets go after a while.
  • The tank no longer gets a perfect parry every time the shield goes up. Each block now has a chance to be a perfect parry, 15% untrained up to 70% at Blocking 100. The other blocks are ordinary ones.
  • Carrots, turnips and onions show in the book's farm page again when their seeds are in the chests (the book took them for seed crops and hid them). They also show with only carrots, turnips or onions in the chests, and the farmer grows the seeds first.
  • The farmer grows enough seeds to fill the empty hoed ground too, so a field of carrots grows with each harvest instead of staying the same size.
  • A hungry villager goes for food whenever the pantry has some, not only at meal times.
  • Soldiers leave alone an animal that is being tamed (they used to stay stuck on a boar in the pasture).
  • Soldiers no longer pick the butcher knife. It only hurts tamed animals.
  • Choosing pasture food in the book shows at once, also on a pasture another player runs, and two quick clicks no longer undo each other.
  • Measuring rooms is spread over several frames (one door a frame), so walking into a village with many houses no longer stutters.

Balance

  • Longer lives. Newcomers arrive aged 20 to 50 days, elders from 160 days, death of old age between 200 and 260 days, and at most one a night per village.
  • Fewer children. A 15% chance a night, 20 days between a couple's children, at most two little ones in a village, and now and then twins.
  • Being hit by a player costs less mood (-5, at most -15, for 2 days). Gifts only count for food and gear, net of what you take out, once a day per player.
  • Work speed from all causes stays between 60% and 140%.
  • Long expeditions bring more (9 rolls instead of 7) and find rare things more often.
  • Upgrading costs more. Village 100 wood, 80 stone, 40 fine wood, 20 bronze. Town 80 round logs, 150 stone, 40 iron, 20 silver, 500 coins.
  • New settings default to 2 wanderers before any boss and 2 more per boss, and a 250 coin contract. Existing config files keep their values.

Traits in the village

  • Early riser. To bed and up an hour sooner, starts work at first light, works a little faster.
  • Glutton. Eats three times a day and gets hungry sooner, and a meal cheers them.
  • Brave. With a weapon, takes on a monster that comes near instead of running, and hits 10% harder.
  • Nimble takes 15% less damage and is a little quicker. Clumsy takes 15% more.

Quality of life

  • Looking at a villager shows their mood.
  • A new pantry allows every cooked food until you choose.
  • Skill notices only at 25, 50, 75 and 100. One notice per arrival, not two.
  • "Order done" notices are small, top left.
  • A full cart is no longer shown as a problem.
  • New settings. Ageing, death of old age, mood changing work, the evening by the fire, children, and (this PC) speech bubbles.
  • Player texts use full stops instead of colons.

0.11.0

Moods

  • Every villager has a mood from 0 to 100, and the book lists every reason (the "Mood" button on their card). What counts.
    • a bed and a comfortable, decorated home;
    • family under the same roof, or a house crowded with strangers;
    • hunger;
    • a proud village;
    • cheerful neighbours and a wise elder;
    • deaths, injuries and births in the family;
    • raids;
    • an evening by the fire with friends;
    • how players treat them (hitting them, or giving them things).
  • Happy villagers work faster (up to 115%), draw newcomers sooner and have children more often. Unhappy ones work slower. Under 10 they stop working until things get better.
  • In the evening, villagers gather round a lit fire in the village.

Growing old

  • Villagers age. They become elders at 110 days, and their hair turns grey and then white.
  • Elders work slower, leave heavy work (lumberjack, soldier) and teach those under their roof their skills.
  • Each villager dies of old age between 130 and 170 days, peacefully in bed. The family mourns, and what they owned is left by their bed.

The saga and problems

  • A new Saga page in the book remembers arrivals, births, deaths, raids, expeditions and the village growing.
  • When a villager needs something you can fix ("I need an axe", "no coal in the village chests"), they say it over their head, and it shows in red in the book.

Combat

  • Each weapon swings at its own pace and reach (knives fast, spears and atgeirs longer). Before, any weapon swung once every 2 seconds.
  • Tanks really block with their shield (block power, stagger, the Blocking skill) and only use one-handed weapons.
  • Soldiers attack what the player they follow attacks, and hit back at whoever hits them.
  • Soldiers spread over the monsters (at most two on one). Rangers shoot the tank's target, and back off only for a moment before shooting again.
  • Melee soldiers leave flying and swimming monsters to the rangers.
  • Healers heal more with Blood Magic and don't leave the fight to heal someone down in bed.

Fixes

  • The book no longer jumps back to the top every few seconds.
  • Villagers pick up fish lying on the ground.
  • The farmer uses seeds from the banner's pantry chest.
  • The farmer no longer plants every carrot as seed carrots, nor fetches and puts back barley without sowing it.
  • Tamed animals stay in their pasture. They keep away from the gate and walk back in if pushed out.
  • Taming shows its message once instead of filling the screen.
  • In multiplayer, villagers no longer slide along lying down, and they sleep straight in bed on every screen.
  • Deer and hares running away are no longer chased, and don't ring the bell.

0.10.0

  • New way for villagers to find their way in and out of houses: each house's rooms and doors are measured, and villagers go one door at a time, walk round the furniture inside, and through the middle of the doorway. Far fewer villagers stuck at doors, in small rooms or beside beds.
  • Doors now swing away from the villager opening them (they used to swing into them).
  • Villagers walk round knee-high rocks and other things the game's path finder misses; their stroll spots keep clear of doors.
  • Two villagers at one door no longer wait for each other forever.
  • Villagers in a cramped room lie down when they reach their bed's side.
  • Villagers no longer stand in their rooms all morning waiting for tidying work.
  • Deer and hares running away are no longer chased (the cook and others ran after deer during an alarm).
  • A villager pulling a cart doesn't try to take it through a door; the lumberjack unloads at chests outside first.
  • Multiplayer: everyone needs 0.10.x.

0.9.3

  • Thunderstore categories: Mods, NPCs, Transportation, Utility.

0.9.2

  • README: healer soldiers need a healing staff from another mod (the base game has none for players); the setting only adds extra staff names.

0.9.1

  • New description; Discord for bugs and suggestions: kazo6941.

0.9.0

  • Published on Thunderstore as Hearth and Village. Debug logging off by default.

0.8.28

  • The farmer's job description in the book matches what he does (all hoed ground, no field markers).

0.8.27

  • A villager who goes down far from home (out with a player) is carried home: the body disappears where they fell and they lie in their own bed until they recover. Near the village they still walk to bed themselves.

0.8.26

  • Children have no beard; a boy's beard (if he inherited one) shows when he is grown up. Children already born lose theirs until then.

0.8.25

  • Armory: building tools (hammer, hoe) are no longer armory gear; tidiers take any already there back to the ordinary chests. Axes, pickaxes, the cultivator and fishing rods still go to the armory.
  • Soldiers (and armed villagers) run to a fight: one could amble towards a monster at a walk, still in the walk of their last stroll.

0.8.24

  • Animal keeper feeds over the fence: she stands outside, by the fence nearest the hungry animals, and tosses the food in (no gate to open, nothing slips out). Where no spot outside can be found she still goes in.
  • Villagers in bed lie along it (side-by-side beds had some sleeping crosswise).

0.8.23

  • Deer, hares and other animals that only run are no longer enemies of villagers: soldiers stopped running about on alert after a deer. An animal after one of ours (a boar or a wolf attacking) still is.

0.8.22

  • Pasture page: a Food row with the animals' foods in the order the keeper gives them (with how many are in the chests). Click a food to give it first; untick one to stop giving it (one always stays on).

0.8.21

  • Animal keeper: once inside, the animal she brought walks on into the pasture, clear of the gate, before she lets it go (it used to stop in the gateway, and she had to shove past it to get out).

0.8.20

  • Animal keeper: the pasture gate always swings into the pasture, going in or out (it opened outwards, in the way of the animal she was leading); if a gate turns out to open the other way round, she shuts it and opens it again the right way.

0.8.19

  • Lumberjack: walks up to the trunk before the first blow (a tree's crown made it look within reach from metres away); every blow is from beside the trunk.

0.8.18

  • Animal keeper: a wild animal she brings in is no longer tamed on the spot. It is tamed in the pasture as a player tames one: the game's own taming time, counting only while it is fed (she feeds it) and calm (it doesn't charge her meanwhile). Her new Ranching skill speeds it up (up to twice as fast at 100) and rises while she tames; a notice says when it is tamed. The job list shows the keeper's Ranching level.

0.8.17

  • Book: grab a list (villagers, work, storage, reports...) with the mouse and drag it to scroll; a drag that starts on a button doesn't press it.

0.8.16

  • Carts: villagers walk round a cart in their way instead of shoving into it over and over (the game's path finder doesn't know about carts); things lying under a cart are left alone (out of reach).

0.8.15

  • The bell rings by itself only for monsters near the banner: 3 within 25 m of it (1 during a game raid aimed at the village); the all-clear 30 s after the last one there.

0.8.14

  • Lumberjack (and the other tools: fishing rod, the keeper's culling, helpers) now swing with the real animation: the game names each blow of a chain ("swing_axe0", "swing_axe1"...), and the bare name played nothing.
  • The bell rings by itself only when monsters are close to the people: 3 within 15 m of a villager or 25 m of the banner (1 is enough during a game raid aimed at the village). Monsters somewhere in the (now bigger) village circle no longer ring it. The all-clear comes 30 s after the last one near.

0.8.13

  • Downed villagers go to their own bed (walking, slowly; monsters leave them be and they take no more hits) and lie in it until they recover, day or night; then they get up with half their health. Without a bed they lie where they fell. "Heal" gets them up at once.

0.8.12

  • Tidiers finish the job: they pick up everything near before walking to the chests (one trip for a pile, not one per item); the ground comes before chest-to-chest moves; an item they can't reach (behind a cart, a fence, a station) is tried from other sides; one failure no longer hides the whole pile for 10 minutes (only that item, for 2 minutes; the spot only after a second failure); a chest they failed at isn't tried again for putting away; and while things still lie about they stay on the job instead of strolling off.
  • Every job: the next step starts as soon as one ends (it could take up to 2 s, time enough to wander off).
  • A downed villager's body no longer vanishes (it used to disappear for 1-3 days and reappear by the bed).

0.8.11

  • Multiplayer: villagers no longer stay lying on the floor. When a villager passed from one player's game to another's, the "in bed" pose stayed on for everyone while the new game didn't know they were in bed, so nothing ever got them up. The pose is now cleared wherever the villager isn't really in bed (they lie down again in their bed at bedtime).

0.8.10

  • Villagers no longer fall asleep on the ground: their body's creature AI (borrowed from the Dvergr) dozed off wherever it stood whenever no player was near, and only woke when one came close. Turned off (a safeguard; villagers sleep only in their beds).

0.8.9

  • Forest marker anywhere: it no longer has to be in or near the village circle. It works for the nearest village (within 250 m) unless you pick another one: the forest page in the book shows the village and a "Work for ..." button to switch to another village nearby. Its hover says which village it works for. The lumberjack works out there without being called home.

0.8.8

  • Bigger villages: Hamlet 40 m, Village 55 m, Town 75 m (were 30 / 40 / 55); banners at least 100 m apart (was 80). New setting names ("Village base radius", "Minimum distance between village banners") so the new defaults apply over old config files.

0.8.7

  • Forest marker: a marker set outside the village circle opened an old panel saying no lumberjack was assigned and was never worked (fixed). Hover shows the zone's tree count.

0.8.6

  • Doors (root causes of the in-and-out loops): the way home through a house door no longer runs before the work (it pulled a villager out of the house she worked in, and the work pulled her back); between two steps of work a villager stays put for a few seconds instead of setting off home through a door; a villager going through a door has it to themselves (others wait instead of toggling it); a door is never shut on someone in the doorway.

0.8.5

  • Danger: when monsters come (a raid, or the bell rung by hand) villagers who don't fight run to their own beds (in through the house door) instead of gathering at the banner; soldiers, and villagers with a weapon when the bell is rung by hand, fight. A single monster near a villager also sends them home to their bed.

0.8.4

  • Cook: once food is on a fire or in an oven she stays by it until it is done (no strolling, tidying or going in and out of the house meanwhile); other cooking work still comes first.
  • Tidiers pick up loose items from a little farther (1.8 m, and 2.6 m when a fence or stakes stop them closer).

0.8.3

  • Villagers with a job and nothing of it to do now tidy meanwhile (loose items, chests) and go back to their job as soon as there is work.

0.8.2

  • Cook: a "keep N" dish order counts what the village chests already hold: that food is brought to the pantry first instead of cooking more.
  • The game's centre messages (why you can't recruit, etc.) were hidden behind the village book: they now show at the bottom of the book. Recruiting says it worked, refuses when the village is full, and a failed arrival is announced.

0.8.1

  • The marker piece is now the "Forest marker" (hammer, Misc; free, no workbench needed): place it in the village and the trees around it (12 m to start, up to 30 m) are a forest zone for the lumberjacks. Fields need no marker (all hoed ground in the village is the farm).

0.8.0 (first build for friends)

  • Book: renaming the village no longer overlaps the level badge; click a villager's name to rename (as well as the quill); tooltips stay put while the page refreshes; the scroll bar can be dragged (or the track clicked); opening a villager's card keeps the list where it was; the list keeps its order while the book is open (a new job re-sorts it next time); Escape closes the book without opening the game menu.
  • Hover texts: villager = name, health, gear, job and the two keys; a villager bed says whose it is ("Gudrun's bed"); the banner no longer offers Rename (it's in the book; Shift + use opens the book too).
  • Alarm bell rung by hand: everyone but the soldiers gathers round the banner and waits there until the all-clear (armed ones still fight what comes in). A raid still sends them indoors and clears by itself.
  • Formation wheel: hold the formation key (K) for a ring like the game's G wheel (Free, Column, Shield wall, Ring, Hold here / Follow me); point at one and let go, or tap and click. Test: txc_village wheel [n|pick|close].
  • Expeditions: the forecast reads each pack once (adding a member or changing the destination froze the book for seconds); every expected item is listed (a scroll when they don't fit); only a lumberjack brings wood; hunting brings meat in every land biome; reports show what came back as icons (new reports).
  • Formations while following: a monster within 15 m of you turns the formation (column, shield wall, ring) to face it and it moves on it in a block, the front row at the monster; when it is dead or more than 20 m from you, they fall back into place and follow again. Hold is unchanged.
  • Animal keeper fetches animals: while a pasture has no breeding pair (or when asked with "Fetch one" in the pasture's panel), the keeper walks out up to 150 m from the village to the nearest wild animal of the pasture's kind (any kind) and leads it home; it follows her calmly and is tamed once inside the fence. A tamed animal that escaped the pasture is brought back first. Other wild animals leave a keeper at work be, and led animals never set off the alarm.
  • Fixes: a lumberjack stepping clear of a falling tree no longer goes in and out of her house door until night; no blows land on a tree out of reach; a soldier stuck in a doorway while following is moved beside the player after 10 s; villagers' day spots are never inside a house or a piece; the cook/alchemist said "my pack is full" when the chest was only in use by someone else.

0.7.0

  • Villager skills, rising with use like a player's (levels 0-100, the game's formula), kept in the village record and shown in the villager panel. Combat works exactly as for players: the game asks a villager for its skills like a player's (weapon skills, Blocking, Blood magic...), so a hit does 25-55% of the weapon's damage at skill 0 and 85-100% at 100, blocking and staves likewise, and the skills rise on use; villagers start at 0. Work skills: Cooking (the cook stirs faster and takes food off the fire earlier), Farming (a chance of one more of the crop, up to 50%), Woodcutting (harder blows), Alchemy (a chance of a second mead base from the same ingredients), Smelting (ours: a smelter, kiln, windmill... filled by a tender works faster with the tender's skill, twice as fast at 100). Every fifth level is announced to players nearby. On expeditions the best weapon skill counts as up to half a gear tier.
  • Sleep: villagers stay up a while after dark (until about 19:00 of the game's day), then go home and lie down in their bed; they get up in the morning, or for danger near them, a raid, the alarm bell or a player they follow. Soldiers keep watch. Nothing in the hands in bed.
  • Fisher job: fishes the real fish of the water with bait as a player does (each fish takes its own baits; a cast uses one bait and wears the rod). No area to set: he finds the village's shore by himself (dry ground by deep water, out to 40 m beyond the village circle), goes to the spot with the most fish that take a bait he has (from his pack or the village chests), and moves on when nothing bites for a minute. Fish go to the village chests (at 10 in the pack, or as soon as the chests and his pack together hold the "keep" number). The Food & cook panel has a Fisher tab: Off, "Keep N fish" in the chests, or "Always fish". Needs a fishing rod (worn ones are mended at the station that makes it); he holds it. Fishing skill rises.
  • Village levels: Hamlet (as before: area 30 m, up to 6 villagers) -> Village (40 m, 12 villagers, wanderers 50% more often and 2 more of them) -> Town (55 m, 20 villagers, wanderers twice as often and 4 more). "Upgrade" in the village panel pays from the village chests (Village: 60 Wood, 40 Stone, 20 Fine Wood, 10 Bronze and 4 villagers living there; Town: 40 Core Wood, 60 Stone, 20 Iron, 10 Silver and 10 villagers); the panel shows the level, the next one's cost and what is missing. A village can't grow over a neighbour, and a new banner keeps clear of a grown village's circle. Newcomers (wanderers, recruits, survivors, moves) stop at the level's limit. Command: txc_village upgrade | level <1-3>.
  • Helpers: any villager but a soldier can follow you ("Follow me" in the villager panel) and copies what you do, on what is near you, if they carry the tool: you mine a rock or vein with a pickaxe, they mine (the pickaxe's tier as for you); you fell or cut up trees with an axe, they do too; you hold a fishing rod, they fish from the shore near you with their own rod and bait. They pick up what comes off, their skills rise as at home (Pickaxes, Woodcutting, Fishing), and they hold the right tool. With a weapon (a pickaxe or rod doesn't count) they fight what comes near you or them; without one they stay out of it. "Take a cart" (villager panel, while they follow you): they pull the nearest free cart, leave it standing while working (pulled about between trees and rocks it wedges) and load what they gathered into it, and take it along when you move on. A full cart: they pull it home on foot, leave it by the village chests and stay home; at home they unload it into the chests. Out of your sight on the way, the rest of the walk happens off the map (the cart arrives by the village). Soldiers don't help: they fight. Test commands: txc_village follow <name> [off|cart], helpers [mine|chop|fish|none|fillcart].
  • Fix: the stuck rescue no longer "moves home" a villager on a test walk (it measured the distance to home while they were walking elsewhere).
  • Villagers walk back to their spot with the shared mover (steps round fences, out of corners); the plain path finder used to leave them standing still when it found no path, until the stuck rescue moved them home.
  • Animal keeper (new role): looks after pastures (a closed fence or wall with a vanilla gate, inside the village; Shift + use on the gate: animal kind, keepers, capacity) and beehives. Feeds hungry tamed animals with food from the chests (dropped on the pasture ground), keeps the best pair to breed and culls every other adult (fewest stars first; young are left to grow; at the game's breeding limit animals stop breeding, so extra adults only cost food). The panel shows the pasture's room (the game's own breeding limit, scaled by its area), picks up the drops and eggs over the limit, takes honey from half-full hives, stores it all. Goes in and out through the gate and shuts it; shuts a gate left open; warns when a fence has a gap. Command: txc_village pasture [kinds | kind <Key>].
  • Villagers with no role tidy the village (the work of the old "Sorter" role, which is gone; a saved "sorter" counts as no role). Several can tidy at once: each claims the item or chest it goes for. They keep the village chests in order. Picks up what has lain on the ground in the village for a while (in a field or forest zone only what the farmer or lumberjack there would not gather, or everything when the village has no such worker), empties the expedition board, and brings the same items together: each item goes to a chest that takes it, one that already has it (the most of it) if there is one, else the nearest with room. Never touches the pantry, carts, ships or their own things. Ready for a chest-filter mod (what each chest takes): it reads the chest's "txc_accepts" list, or a hook (ChestFilter.External); today every chest takes everything.
  • A villager wedged inside a cramped house (a bed or chest between them and the door) squeezes past to the door after a few tries (within 3 m, inside their own house).
  • Expeditions bring back what their tools allow (each member with their own pack): anyone brings what is hunted or picked by hand (hides, trophies, berries, coins...); a pickaxe adds ore and mined stone, if it is good enough for the deposits there (the tier the game's own veins ask for: an antler pick won't do for silver); an axe adds wood, by the trees' tier; a rod with a bait the fish takes adds the biome's fish (one bait per fish). Skill counts too: mining (Pickaxes), Woodcutting and Fishing bring up to twice as much at 100, and the weapon skill up to half again of what they hunt (what is picked by hand takes no skill). They gain experience on the trip like at home: half a use per item mined, cut or fished (more ore, more experience), and each kill trains the skill of the weapon they carry (3 uses in the Meadows up to 12 in the Ashlands; unarmed without a weapon). The report says who got better ("Gunnhild got better: mining 3 -> 5"). The planner shows what each tool brings back and each member's tools; the report says when nobody had the tool for something.
  • Ocean expeditions: by boat. A boat moored at the village (its circle or up to 40 m out, nobody aboard) leaves with them and comes back to the same spot with its cargo (damaged after a hard trip). The boat sets the team: raft 1, karve 2, longship 4, Ashlands drakkar 6 (other boats: one at the helm plus their seats). Anyone brings serpent meat and scales; a pickaxe adds the Leviathan's chitin; a rod and bait add tuna, herring and coral cod.
  • The village banner can only be damaged by players (monsters used to be able to break it, and every villager of the village went with it).
  • Taking a banner down no longer loses the village: its villagers stop work and wait where they are ("waiting for a village banner" in their hover), and the next banner placed within 150 m takes the village back (same name, colours, villagers, orders, fields, forests, expeditions). A notice says so both times.
  • Test walks go through the door of the house they head for (they only knew their own house's door).
  • Home comfort: measured at bedtime beside the villager's bed (the game's resting comfort); injuries heal 3% faster per comfort level (at most twice as fast).
  • Lumberjack job and forest zones. A field marker can be made a forest zone ("Make it a forest" in its panel; up to 30 m). The forest panel lists the tree kinds standing there (tick the ones to cut; each says what it gives and which axe it needs), a "Replant" tickbox, wood orders ("keep 200 Wood", "make 50 Fine Wood", like a field's crops) and which lumberjacks work there (a lumberjack named on no zone works every zone of the village). The lumberjack picks up what lies about, cuts fallen logs and stumps, fells the nearest ticked tree that gives wood an order still wants (if his axe is good enough: Fine Wood from birch and oak needs bronze, and so on), steps back when it comes down and while logs roll, and stores everything in the village chests. With replanting on he plants the same kind where he cut (seeds from the pack or the chests, a cultivator needed; the spot must have room and be the right biome). Needs an axe in the pack; worn axes are mended at the station that makes them.
  • Carts: a lumberjack uses a free cart in the village or his zone: brings it to the zone, loads what he gathers into it, and when it is full (or the work is done) pulls it to the chests, unloads and brings it back. A cart a player is using is left alone.
  • Soldier roles, from what is in their pack (shown in the hover and panel, e.g. "Soldier (Tank)"): Healer (a healing staff; any staff with "Heal" in its name, or listed in the config, e.g. other mods' healing staves) > Tank (a shield) > Ranger (a bow, crossbow or attack staff) > Fighter. Tanks fight with their best melee weapon and shield and step in against a monster going for someone near them (within 8 m); no taunt: the monster turns on the tank only by the game's own AI. Rangers shoot (with the matching Dvergr/Draugr creature weapon, hits scaled to their own bow and best arrows) and step back from a monster closer than 5 m. Healers don't fight: they go to the most hurt ally (players and villagers, under 90%) and heal 30 health every 6 s, keeping clear of monsters.
  • Formations for the soldiers out with you: a key (default K, "This PC" setting; G is Epic Loot's first ability key) cycles Free, Column, Shield wall, Ring. Column: single file on your trail, tanks first, healers last. Shield wall: tanks in the middle of a line 3 m ahead, fighters at its ends, rangers and healers 3 m behind. Ring: tanks and fighters 3 m round you, rangers and healers inside. In formation, tanks and fighters leave their slot only for a monster within 6 m of it; rangers shoot from it without chasing; healers leave it to heal and come back.
  • Hold / follow (default L): the soldiers hold the formation where you stood, facing your way, while you walk on (Free: each keeps the spot they stood on and fights within 10 m of it); press again and they follow you. Holding soldiers don't catch up, take portals or board your ship.
  • Village defence line: while the bell rings, the village's soldiers form a shield wall at the rally point, facing the nearest monster, and the line marches out to meet a monster farther than 9 m (stopping 6 m short); melee leave it for a monster within 9 m of their slot. The rally point is the banner unless set with "Rally point here" in the village panel (use it at the banner to reset).
  • Raid defence: a raid on the village (a game raid aimed at it, or 3+ monsters inside) rings the alarm bell by itself; soldiers fight, everyone else stops work and goes inside (to their bed, through the house door, shut behind them). Soldiers fall back to shelter below 25% health and come back at 80% (resting heals a little), and no longer chase monsters more than 5 m outside the village. The all-clear comes by itself 30 s after the raid. The bell rung by hand still arms villagers with a weapon; stopping it by hand keeps it quiet for a minute. Villagers who don't fight no longer get "alerted" and run about.
  • Alchemist job: brews the meads the pantry's orders ask for ("keep 6 Tasty Mead"): makes the mead base at the Mead Ketill (or cauldron) with ingredients from the village chests, fills an empty fermenter (it needs a roof), taps it when ready and puts the meads in the village chests. The cook no longer touches meads, fermenters or mead bases. The Food & cook panel has a Cook tab (food), an Alchemist tab (meads) and a Fisher tab, each with its own orders and its own villagers named, and offers only what you know: cauldron and Mead Ketill recipes you have learned, roasts of raw items you have found, meads whose base you know.
  • Jobs and meals inside houses: villagers go in and out by the door for work inside a house (a fermenter, a station) like they do for their bed, leave another house by its door when done, and stand beside an indoor station on the room's side (they used to aim at a spot on the roof or outside the wall and get stuck).
  • Village pantry: a chest at the foot of every village banner (part of the banner, no extra piece to build; its items drop if the banner is destroyed). Use opens the chest; Shift + use opens "Food & cook" (also a tab in the village panel): the foods villagers may eat (only these, only from the pantry, so your own food in other chests is safe) and the cook's orders. Without a cook the panel and the chest say so.
  • Meals: villagers eat twice a day (morning and evening) the best allowed food in the pantry. Soldiers out with a player eat the best food in their own pack. Like a player's food: the food's health is added to their max health and its stamina makes them work and walk faster (+1% per 4 stamina, at most +25%), until they go hungry (no meal for a whole day: 20% slower, weaker, no bonus health). Well fed (a meal worth 40+: health + half stamina, e.g. deer stew or sausages; Meadows food only counts as fed) hits 15% harder; hungry 20% weaker. Shown in the villager's hover, villager panel and village panel.
  • Cook job: works the pantry's orders top first ("keep N in the pantry" or "make N"). Roasts on cooking stations over a fire (raw meat, fish, necktails... from the village chests), takes food off before it burns, makes cauldron dishes when the village has a cauldron of the right level (with fire where needed) and all the ingredients in its chests, and keeps raw foods stocked (e.g. "keep 10 Raspberries": fetched from the village chests). Ovens too: the cook keeps them fuelled with wood from the village chests (only as much as the bake needs) and bakes bread, pies and the like; when the dough is missing he makes it at the cauldron first. Dishes go into the pantry; burnt food and leftovers into chests. Only food comes from cooking stations (mods that use them for other things are ignored). Meads are not the cook's work (a later role).
  • Moving villagers: "Move to <village> / Send" in the villager panel; they travel (half a day per km) and arrive at the new village.
  • Movement (tested with a recorder and an obstacle course: fence gaps, a long fence, a hut with a wooden door, stations, fires):
    • Every task (jobs, meals) walks the same way. Wedged (a loose log, a corner): a calm step to one side, back the way they came, or the other side. A spot they can't get closer to for 15 s is given up (left alone for a while) instead of circling.
    • Villagers are slimmer (0.30 m instead of the player's 0.49 m), so they fit the gaps the path finder sends them through (they used to stick between fence rails).
    • Fires: they walk round them and step out of one (a cook used to stand in the cooking fire and burn). Villagers who don't fight no longer get "alerted" and sprint about.
    • Doors: the doorway is measured while the door is shut; standing beside the house is no longer "at the door" nor "inside"; they wait for the door to swing open, learn which way each door swings away from them, walk right through, and shut it once clear of the leaf (it used to shove them back out). Doors left open the wrong way are shut and opened again.
    • Soldiers keeping watch at night are no longer teleported home every minute.
  • Fix: "about about" in the walking-home notice.
  • Test commands: txc_village door <villager> | path x1 z1 x2 z2 | clearnests | moverec on|off|stats (movement recorder: stuck, jitter, running in place, jogging near, teleports, high; every sample in BepInEx/txcv_moves.csv) | walk <villager> <x> <z> [label] (test walks, queued) | pantry [allow|deny <food>] [keep|make|off <n> <item>] | cook | meals | hungry <villager|all> [now] | move <villager> <village> | formation [free|column|wall|ring] | hold [on|off] | rally [here|banner] | indoor x z [y] | skills <villager> [skill level|raise skill n] | forest [make|field|radius r|keep|make n item|off item|skip|cut kind|replant on|off|worker name on|off] | fish [off|always|keep n] | water | takedown | expedition <biome> <short|normal|long> <names> | accepts [item,item|clear] (what the nearest chest takes).

0.6.0

  • Soldier job. Soldiers guard the village day and night: they go for any monster inside the village circle (seen or not) and fight with the best weapon and armour in their pack. Everyone else no longer fights: with a monster within 20 m they run to their bed (through the house door) or away from it, and go back to work after.
  • Follow me / Go home (soldier's panel): a following soldier fights beside you (monsters within 25 m of you), keeps up (catches up if more than 60 m behind), and is run by your game while with you.
  • Portals: following soldiers within 15 m go through with you (not while carrying ore or other things portals refuse).
  • Ships: following soldiers board the ship you're on, take a free bench (else a spot on deck) and ride along seated; they step off beside you when you leave the ship.
  • Falling while out (anywhere in the world) works like at home: carried home to their bed to recover (or dead with permadeath, pack dropped where they fell). The server updates the village even when nobody is near it. "Go home" far from the village sends them home at once.
  • Expeditions: a soldier in the team shields the others only when geared for the biome: 1/12 less risk each at a gear tier of at least the biome's danger, half that one tier short, nothing further below; at most 25% in total, and falls aren't affected. So an escort helps on trips the team can handle and never makes a too-hard biome safe. Soldiers themselves fight half a gear tier better. Soldiers out with a player can't be picked.
  • Alarm bell (village panel): while it rings, every villager with a weapon in their pack stops work and fights monsters in the village; unarmed villagers take shelter. It stops by itself 30 s after the last monster in the village is gone (or ring the all-clear).
  • Call soldiers home (village panel, shown when soldiers are out). A soldier sent home from far away walks back: away for half a day per km ("walking home" in the panels), then back at home.
  • Farmer: also picks up loose stones, flint and branches and fallen crops in the fields, and only ever stores farm items (the villager's own gear and food stay in the pack). Items are moved as they are (quality, durability, crafter kept).
  • Review fixes (tender and farmer): chests a player has open are left alone (also on other machines); leftovers a tender carries are put away; no overfilling when a target is already met; no endless collecting when chests are full; two tenders don't fetch for the same order; lowering a "make" target below what's made ends the order; overlapping fields counted once; plants that can't grow don't count as growing; repairs only with the right station; crops from mods that cost more than one seed; unreachable chests and spots skipped for a while; lighter scans (cached per field and per decision).
  • Test commands: txc_village follow <villager> [off] | alarm [off] | sit | sail [stop].

0.5.0

  • Farmer job. Build a Field marker (hammer, Misc; 4 wood, 1 leather scraps, workbench) in the middle of cultivated ground: everything cultivated within its radius (2-12 m, set in its panel; the circle shows while the hammer or cultivator is out) is that field. Its panel holds the crop list: "keep N in stock" or "make N", one line per crop, top to bottom = priority (like station orders).
  • Farmers (a villager's job, Shift + use on them) harvest what is ripe in the village's fields, plant empty cultivated spots with the first crop on the list that is still short and has seeds in the chests, and store the harvest in the village chests (a chest that already has it first). They keep the game's spacing, biome and cultivated-ground rules.
  • Seeds: when seeds for a crop (e.g. carrot seeds) drop to the reserve (setting "Farmer seed reserve", 10), they plant some of the vegetable to grow seeds first.
  • Farmers need a cultivator in their pack; each planting wears it like a player's. Several cultivators in the pack are used in turn; worn ones are repaired at the station that makes them, if the village has it.
  • The crops come from the cultivator's own build list, so plants other mods add (e.g. Plant Everything) work too. Bushes that regrow are picked when ready and left in place.
  • Plants are spaced their grow radius + 0.25 m apart (carrots 0.75 m), so none end up "not enough space" and wither. Seeds still growing count toward the seed reserve.
  • Villagers leave animals (deer, boars, necks...) alone unless the animal is after them, and drop any target outside the village. A villager who still ends up far outside the village (beyond the area kept active, where they would freeze) is brought home.
  • Farmers cultivate grass: when a field has no free cultivated spot left, the farmer cultivates natural grass inside the marker's circle (Meadows, Black Forest and Plains ground nobody has made into a dirt path, paving or soil; never under buildings, trees or rocks, nor at the water's edge). The patch (the cultivator's brush, at most 1.5 m) stays inside the circle, and each cultivation wears the cultivator. Setting "Farmers cultivate grass" (on). The field panel shows how much grass is left to cultivate.
  • Farmers only harvest crops (and what the field's list asks for): wild stones, flint and branches in a field are left alone.
  • "Make N" orders count what was made when it is made (a station finishing a product, a crop being picked), so products taken by players or auto-store mods still count. Products waiting in stacking stations (windmill, kiln) count as on their way, so tenders don't overfill them.
  • Villagers no longer run away from "no monster" areas (the spawn stones): near them they used to flee in circles instead of working.
  • Villagers appear beside their bed on the floor (not on the roof) when they come back; a villager standing still for 20 s while working is moved home. Bodies that belong to no village are removed.
  • Patches are applied one by one (one that doesn't fit the game is logged and skipped, not all after it), and the build checks every patch against the game.
  • Logs: [hurt] and [fell] say what hurt a villager.
  • Test commands: txc_village fields | fieldpanel | fieldorder <keep|make|off> <n> <item> | chests | wear <villager> <durability> | give/take <villager> <item> [n] | ai <villager> | clearmonsters [radius].

0.4.0

  • Jobs. Shift + use on a villager opens their panel: traits, health, pack, and their job (use E to open their pack). Jobs so far: Idle and Station tender.
  • Station orders are a list (up to 8 per station, one per item): e.g. a smelter with "keep 20 Copper", "keep 10 Tin" and "make 30 Iron". Each station's list is a priority queue (move lines up and down): the tender works the first order from the top that needs work and has inputs in the chests; finished "make" orders leave the list. One tender keeps every station going: stations take turns.
  • Station tender: keeps the village's production stations going (smelter, charcoal kiln, blast furnace, windmill, spinning wheel, eitr refinery: anything that smelts). Each station gets a village order (Shift + use on it): what to make and either "keep N in stock" (counted in the village chests) or "make N" (the order ends when done, with a message). Tenders fetch ore and fuel from the village chests, fill the station, collect what comes out and store it (in a chest that already has it, else the nearest with room). They work by day and carry things in their own pack.
  • Test commands: txc_village role <name> <idle|tender> | stations | order <keep|make|off> [n] [output].

0.3.0

  • Expeditions. Build an Expedition board (stand-in look: a wood chest; 10 wood, 2 leather scraps, 2 resin, workbench) inside a village; Shift + use opens the planner. What the team brings back is put in its chest (anything that doesn't fit is dropped beside it).
  • Planner: where (Meadows to Ashlands; each biome opens when its boss is defeated), how long (half a day, a day, two days), who goes (up to 4 villagers at home). It shows each member's gear and food, when they'd be back and the risk.
  • Villager packs: use a villager to open their pack and give them armour, a weapon and food. They wear the best armour piece per slot and hold the best weapon (you can see it on them). On an expedition each member takes their own pack: their gear sets their own odds, and they eat 2 food a day from it. The gear comes back worn.
  • Risk depends on the biome's danger, the trip length, each member's gear, food and strength, traits (Brave, Nimble, Clumsy, Hardy) and the team size (alone is riskier, four watch each other's backs). Hurt members come back injured for 1-3 days; badly outmatched ones can fall (dead with permadeath, the others carry their pack home; otherwise hurt for twice as long). Strong carries more, Keen-eyed finds rare things.
  • Sometimes they meet a wanderer who wants to join (needs a free villager bed).
  • Reports: a message to players nearby and the last report in the planner; the village panel shows who is away and for how long.
  • Doors: villagers open the door of their house to get in or out and close it behind them (the door nearest their bed, in the same room; doors that need a key are left alone).
  • Villagers stand at a free spot beside their bed at night (on the long side, then foot or head, in the same room) and stay there. A villager standing still for 12 s, or walking without getting closer for 45 s, is moved home.
  • Wanderers are limited: none before any boss, +1 per village for each boss defeated in the world (settings "Wanderers before any boss" and "Extra wanderers per boss"). Recruiting, contracts and expedition finds don't count. The panel shows how many have come.
  • Test commands: txc_village trips | return | sleepspots.

0.2.0

  • Villagers. Each one has a name, a look (man or woman, hair, beard, skin and hair colour), 1-2 traits, health and strength. Their data lives in the village banner; their body in the world is only a view of it.
  • Villager bodies use the player's body and wear simple rags for now. They are on the players' side, never attack buildings, and walk calmly: by day they wander around their own spot near the banner, at night they stay beside their bed.
  • Arrival: recruit at the banner panel (10 coins, then 30, 60, 100, ...) or wait for a wanderer (every 1.5 in-game days by default) to a village with a free villager bed. Newcomers walk in from the edge of the village. Every villager is given a ready villager bed.
  • A villager who falls is badly hurt and taken home: 1-3 in-game days in bed (Hardy heals faster), then back. With the Permadeath setting on, they die instead.
  • Villagers walk calmly around their spot and walk (or jog, if far) back to it, instead of the vanilla sprint whenever a creature is far from its spot.
  • Villagers stay level 1 (star/level mods such as StarLevelSystem gave them stars).
  • Beds are remembered by where they stand, and a villager's body by the villager (0.2.0 test: stored object ids pointed at the wrong object after a restart, which spawned a second Gudrun far away).
  • Villager rolls (new villagers, injury time) use the mod's own dice; the game re-seeds Unity's.
  • Recruitment contract: Haldor and Hildir sell it (150 coins, setting). Use it on a Village Banner (hotbar key while looking at the banner) and a villager comes for free, if there is a free villager bed.
  • A villager who is far from home and hasn't got closer for 12 s (no path, caught on something) is moved to a free spot near home; logged as [unstuck].
  • Villagers' daytime spots are 6-12 m from the banner (3-6 m crowded it and stood in the way of using it).
  • The banner's hover shows how many villagers live there.
  • Hover a villager for name, traits and health; use them to have a word.
  • Panel: villager list (traits, health, strength, home / on the way / injured), Recruit button with the price.
  • Messages to players nearby: someone is coming, has arrived, is hurt, has recovered.
  • New settings: recruit base cost, wanderer interval, permadeath, injury time multiplier.
  • Test commands: txc_village villagers | arrive | heal [name] | injure <name> | remove <name> | clear.

0.1.3

  • The village circle is drawn with about one mark every 2.6 m (it was a few faint dots at 30 m).
  • Panel help lines wrap instead of being cut off.

0.1.2

  • The village panel is now a real Valheim wood panel (Jotunn GUI) with a name field, Rename button, colour arrows with swatches, area, bed summary and bed list (was a plain debug-style window).
  • A villager bed no longer shows the game's "[E] Claim" line (claiming it is blocked).

0.1.1

  • First in-game test (through ValheimMCP): the banner, village name/colours, rename/recolour, the server's village list, bed marking and bed status all work.
  • New and changed villages reach the map within a few seconds (a change asks the server to rescan; before, up to ~20 s).
  • A new village's two colours are never the same (the first test village came out White / White).
  • A village seen twice in one scan is listed once.
  • Bed counts refresh as soon as a bed is placed or marked.
  • New test commands: txc_village hover (prints what the banner and each bed show on hover), txc_village panel (opens the village panel), txc_village debug (village list and map pin state).
  • 769 rule tests.

0.1.0

  • Village Banner piece (hammer, Misc; needs a workbench; 10 wood, 4 leather scraps, 2 resin). Stand-in look borrowed from a vanilla piece for now (the log says which).
  • Each banner founds a village with its own id, a random Norse name and two colours. Any player can rename it (Shift+E on the banner, or the panel) or change the colours.
  • Village area: 30 m around the banner (config). The circle shows on the ground while you hold the hammer nearby, and while placing a banner. New banners must be 80 m from any other village (config).
  • The banner counts as a player base (like a workbench) and as a Banner comfort piece.
  • Village panel (use the banner): name, main and second colour, area, and every bed inside the village with its status.
  • Villager beds: Shift+E on a free bed inside a village marks or unmarks it for a villager. It needs a roof and at least 80% cover (the same rule as a player's bed) and, if the server says so, a fire. Hovering a bed in a village shows its status. A marked bed can't be claimed by a player until unmarked; a player's bed can't be marked.
  • The server keeps the list of every village (even in unloaded areas) and sends it to everyone: each village appears on the map with its name, tinted in its main colour.
  • txc_village test commands: info, here/beds, goto, rename, color, mark, pins, prefabs.
  • 49 rule tests (test.sh under mono).