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Innangard
Build a living settlement: recruit villagers, assign twelve trades, grow fields, sort storage, defend your walls, and connect villages with roads and caravans.
| Last updated | 2 days ago |
| Total downloads | 10084 |
| Total rating | 16 |
| Categories | NPCs Building Mods Server-side Client-side Transportation Deep North Update |
| Dependency string | Yololo-Innangard-0.3.5 |
| Dependants | 3 other packages depend on this package |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2333ValheimModding-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: 2.30.0README
Innangard
Beyond the wall lies chaos. Within it, your people.

Innangard turns your base into a settlement. You raise a Frithstone and wall it in, then take in villagers and give each one a trade. From then on they keep the place running: they fell, fish, hunt, farm, cook, smith and build, and they sleep, eat, talk and hold the wall when the night comes. It all keeps going while you are out exploring.
You can then join your settlements with roads. Survey a road, build it with a work party at your side, and send caravans down it. The caravans arrive whether or not you are there to watch.
innangardr is Old Norse for "within the enclosure": the ordered world inside the fence, as opposed to utangardr, the wild beyond.
Come and say hello on Discord. Show off your settlement, ask when something puzzles you, report a bug and see it fixed, and hear what is coming next before anyone else.
Hi, I'm Yololo. Innangard is a one-person project that I build in my evenings and weekends, and it's free - it always will be. No part of it will ever sit behind a paywall, whatever happens.
But every hour I put into it is an hour I have to find somewhere. If your villagers have made you smile, or saved you a few trips to the chests, a coffee's worth on Patreon goes straight back into the mod: more crafts, fewer bugs, quicker fixes. It honestly makes the difference between "someday" and "next week".
And if that's not for you, that's completely fine. Playing it, leaving a comment or sending a bug report helps more than you'd think. Thank you for being here.
New in 0.3.5
- Chest sorting sees flour, eggs and the odd items. Barley flour, oat flour, eggs, keys, saddles, dragon tears, ancient seeds and barrel hoops were ignored by sorting and are sorted now. Flour, bread dough, the uncooked dishes and eggs go to a Food chest
And from 0.3.3:
- Combat movement is steadier. Residents no longer keep refreshing a chase path when a moving enemy barely shifts position. Melee fighters hold the shore when a target is swimming, and swimmers head for dry ground before resuming combat
- Path searches share their work across frames. Expensive neighbor and doorway checks yield within a frame budget, reducing hitches while residents find routes through crowded or built up settlements
- Fishermen put the rod away between casts. The fishing rod stays equipped while the line is cast and is released when that action ends
- Caretakers can unload fish left in a resident's pack. Raw fish is now eligible for the normal storage run after a resident changes trades
And from 0.3.1 and 0.3.0, if you are coming from further back:
- The Smith is handed out. It makes things to the Stock tab's targets, mends what wears out, keeps the archers in arrows and dresses bare residents
- Residents get where they are going. They climb stacked step ladders, go out through the gate on errands beyond the wall and open the doors that are in their way. They also reach chests on terraces that used to be out of their range
- Gear by trade. Axes and picks go to the trades that swing them, bows and light armour to hunters, and the heaviest and best to guards and followers
- Lighter. With ten residents, the mod's share of a frame fell from about eleven milliseconds to about one
Everything else is in the changelog. Everyone on a server needs the same version, and back up your world before updating.
What it does
- A real settlement. Your settlement is the area inside the walls you build. The Frithstone is its heart, and Hugin explains the rest as you go
- Twelve trades. Lumberjack, Forager, Hunter, Fisherman, Farmer, Cook, Caretaker, Smith, Builder, Guard, Follower and Miner, each with its own skill that grows with the work
- People, not workers. Residents have traits, moods and the reasons behind them. They keep beds, meals and friendships, and an unhappy resident will walk out in the end
- Work you draw on the map. You mark allowed and forbidden areas per trade and stake out fields. You set stock targets, and the settlement works up to them and stops
- Chests that know what they are for. The Caretaker sorts everything into place, and what the chests hold counts towards what you build
- A settlement that defends itself. Guards patrol and answer raids. When a guard falls, everyone who can hold a weapon fights for their own ground
- Builders and blueprints. Write down any building with one key press, lay it out as a plan, and the Builder raises it piece by piece
- Roads and caravans. Your villages are linked by roads you build yourself, and carriers walk the goods between them
- Followers. A Follower travels with you, boards ships and goes through portals and into dungeons
- Built for servers. Leaders and visitors are separate roles, settings are synchronised and world backups are taken every session
Screenshots

Raise the Frithstone, and Hugin comes down to explain the frith.

Every trade, everyone holding it, and what each of them is doing right now.

A resident's own page: what it is doing, how it feels and why, its skills and how it fights.

Residents climb ladders now, up to the floors that used to be out of their reach.

A chest that knows what it is for: green frames belong, red ones the Caretaker will carry away.

Stock targets: the settlement works up to a figure and stops.

Work areas on the world map, allowed in yellow and forbidden in red.

A Farm Marker's reach drawn on the ground: this field grows onions.

What a fisherman carries home.

A blueprint laid out as a plan; the Builder raises it piece by piece.

A work party out on the road - three lanes from one pass of the hoe.

A road on the world map: green where it is built, yellow where it is only surveyed.

The Trade screen: the road to Vinvik built end to end, a caravan ready to send, and a work party to muster.

The Guide tab explains the mod one topic at a time.

The panel's settings. Every other setting is in game too: Esc, then Innangard.
Requirements
- Valheim 1.0 or later. 0.0.7 is the last build for the patches before 1.0
- BepInExPack Valheim
- Jotunn 2.30.0 or newer
Installation
- Mod manager (r2modman, Thunderstore Mod Manager, Vortex): install this mod and let the manager bring BepInEx and Jotunn.
- By hand: install BepInEx and Jotunn, then unzip this archive into the game's
folder.
BepInEx/plugins/Innangard/Innangard.dllshould end up beside itslangandblueprintsfolders. - Servers: install the same files on the server. Everyone needs the same version, down to the patch number. The mod refuses to connect two different builds, because they would read each other's settlements wrongly.
- Never open your world without the mod. Valheim deletes anything it does not
recognise, so a single launch without Innangard erases every stone and every resident.
The mod keeps copies of the world from before and after each session, five by default,
and
inn.world.backupslists them.
Getting started
- Raise the Frithstone. It is in the hammer's Misc tab and costs 20 stone, a surtling core and 5 fine wood. Hugin comes down to explain the frith.
- Wall it in and leave a gate. The settlement's inside and outside follow the walls you build, and so do its people.
- Recruit from the panel that opens on the stone. The first two residents cost 20 coins each, then 30, 50 and 100, and 200 for everyone after that.
- Put down a bed for each resident and some chests. Residents store their work in the chests and eat from them.
- Hand out the trades. The panel's Guide tab explains the mod one topic at a time.
The trades
- Lumberjack fells trees, clears the logs and stumps and hauls the wood home. It can be set to replant
- Forager gathers berries, mushrooms, thistle and seeds
- Hunter hunts the animals you allow, loots its kills and brings back meat and hides. It leaves tame animals, bosses and raiders alone
- Fisherman takes a boat out of the settlement's harbour and brings the catch home. It needs a rod and a boat moored at the settlement
- Farmer sows, tends and harvests the fields you stake out, and grows its own seed
- Cook cooks the raw food from the chests at the stations and the cauldron. It prefers mixed dishes, which are worth more to morale
- Caretaker keeps the chests sorted, picks up what is lying on the floor and keeps the fires and furnaces fed
- Smith crafts at the settlement's stations, from the founder's recipes, up to the Stock tab's targets. It mends broken tools, keeps arrows in the chests and dresses bare residents
- Builder repairs damage and raises the plans you lay out
- Guard watches the ground around the stone, walks the patrol points you plant and answers attacks. Off shift, it rests
- Follower leaves the settlement to travel with you and fights at your side. You can set it to Defensive, Aggressive or Passive
- Miner is greyed out until it has been watched through a full session. See Known issues
Running the settlement
Use the Frithstone to open the panel. Settlers shows every trade, who holds it and what each of them is doing right now. Press a name to open that resident's page, which shows its mood and the reasons for it, its gear, its skills and its orders. Stock holds the targets the settlement works up to. Food below its own target is not eaten. Construction, Trade and Household cover plans, roads and who may give orders. Every setting can also be changed in game: Esc, then Innangard.
Work areas are drawn on the world map. Allowed areas are yellow circles and forbidden areas are red. Each circle has its own size and trade, so a small hunting ground and a wide felling site can sit side by side while the bog between them is kept out.
Chests. Shift+Use on a chest opens its sorting window, which asks one question: what is this chest for? Looking at a chest shows its answer. Green slot frames mark what belongs there and red ones mark what the Caretaker will carry away. Every item's tooltip says where it belongs. While you stand in the settlement, what its chests hold counts towards what you build.
Fields are staked, not fenced. A Farm Marker, in the hammer's Innangard tab, says what grows there and how far the field reaches. The field alternates the crop with its own seed, so it never needs seed from the settlement.
Roads and caravans
Survey a road to another of your settlements from the Trade screen. The line keeps off the water, out of the mountains and off slopes too steep to carry a load over, and it leaves through your gate. Then you build it. A stretch turns green when you hoe it and pale blue when you lay it in stone.
Muster a work party and two or three residents walk out with you, laying whatever you lay where they stand. One pass of the hoe comes out three lanes wide, and they clear the trees, stumps and boulders on the line.
Send a caravan between two trade chests. The carriers walk at the pace the road allows, and a finished road carries six times what a bare line does. They arrive whether or not you are there, even while you sleep. Nothing is bought or sold: both villages are yours, so the caravans only carry goods between them.
Daily life and defence
Residents sleep at night and eat breakfast and supper from the chests, sitting down to eat when there is a seat. They talk, stroll and take their spare time. Happiness runs from 0 to 100, and the panel says why: slept well, missed supper, the walls were broken, a friend was lost. Each resident has one of eight traits, from Hardy to Solitary, and gets better at the work it does.
Guards answer whatever comes within their radius and do not chase far. The alarm sounds when a raid begins. The fight is the guards' until one of them falls, and then everyone who can hold a weapon defends their own ground. The wounded fall back until healed, and the loot is gathered in afterwards. A resident who dies comes back to the stone and goes to fetch its gear from its grave.
Builder and blueprints
Hold the Builder's Hammer, look at a building and press B. Name it, and it is written down as a blueprint and offered by the hammer straight away. Lay the plan anywhere and the Builder raises it from the ground up, paying for every piece from the settlement's stores before it goes up. The mod comes with one three-bed cabin, and it can read a PlanBuild library you already have.
Press F5 for the console. None of these is a cheat.
inn.bp.capture <name> [radius]writes the building you are looking at down as a blueprintinn.bp.place <name>lays a blueprint out in front of youinn.bp.mendre-plans whatever is missing from the plan-built building you are ininn.frith.adopt [radius]makes residents whose stone is gone join the nearest oneinn.follower.homesends followers left out in the world back to the stoneinn.world.backupslists the world copiesinn.perf [seconds]measures where the mod's frame time goes
Settings are in BepInEx/config/com.yololo.innangard.cfg, and most of them are also in
game. The texts are in lang/English.json beside the dll if you want to translate them.
Known issues
- Update Jotunn to 2.30.0 or newer. 2.29.2 empties every build menu on Valheim 1.0. Innangard works around that, but tabs added by other mods go missing until you update
- The Miner is greyed out. It has not been watched through a full session yet.
Work/OfferUnfinishedCraftshands it out anyway. If you try it, keep the verbose log on and say what happened - The Smith is new. If it does something odd in a busy settlement, report it on Discord with the log
- The Farmer does not hoe. It only sows ground you have cultivated yourself
- Multiplayer has had little testing with more than one player at a time
What comes next
Barter and prices, so caravans can trade as well as carry. Roads between different players' settlements. Sea routes and harbours. Caravans that can be raided, with guards to protect them. Bridges. The Miner, and titles below Leader.
Innangard is an unofficial fan mod and is not affiliated with Iron Gate.