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Innangard
Build a living settlement: recruit villagers, assign them real work, and keep order inside the walls.
| Date uploaded | 6 hours ago |
| Version | 0.0.8 |
| Download link | Yololo-Innangard-0.0.8.zip |
| Downloads | 218 |
| Dependency string | Yololo-Innangard-0.0.8 |
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: 2.29.2README
Innangard
Beyond the wall lies chaos. Within it, your people.
Build a living settlement: recruit villagers, assign them real work, and keep order inside the walls. Raise a Frithstone, take people in, give each a trade, and the village keeps working while you are away.
innangardr is Old Norse for "within the enclosure": the ordered world inside the fence, as opposed to utangardr, the wild beyond.
Screenshots

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

Every resident on one screen: what they are doing, how they feel, and why.

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

The settings that matter, changed in game.

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

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

What a fisherman carries home.
Requires
- Valheim 1.0 or later. This release is built against 1.0 and will not load on the patches before it; 0.0.7 is the last build for those.
- BepInExPack Valheim
- Jotunn
Everyone on a server needs the same version of this mod, down to the patch number. The settlement is stored in fields this mod writes and reads, and two builds that disagree about what a field means read each other's settlements wrongly.
Installation
- Mod manager (r2modman, Thunderstore Mod Manager, Vortex): install BepInEx and Jotunn, then this mod. Nothing else to do.
- By hand: install BepInEx and Jotunn, then unzip this archive into the game's
folder so that
BepInEx/plugins/Innangard/Innangard.dllexists beside itslangandblueprintsfolders. - Servers: the same files on the server. The mod refuses to connect two builds of different versions, so update everyone together.
Getting started
Hugin comes down when the stone is raised and tells the rest in his own words, a piece at a time as the settlement grows. In short:
- Raise the Frithstone. It is in the hammer's Misc tab and costs 20 stone, a surtling core and 5 fine wood by default. Where it burns, the frith holds.
- Wall it in. A frith is an enclosure: the settlement's inside and outside follow the walls you build, and so do the people. Leave a gate.
- Recruit from the panel that opens on the stone. The first two residents cost 20 coins each, then 30, 50, 100, and 200 for everyone after; the ladder is a setting.
- Give everyone a bed and put up chests. Each resident needs a bed of their own within the walls. Residents store what they bring in the settlement's chests and eat from them.
- Hand out trades from the same panel.
Trades
- Lumberjack - fells trees, clears logs and stumps, hauls the wood home. Can be set to replant instead of cut.
- Forager - berries, mushrooms, thistle and seeds.
- Hunter - hunts the animals you allow and brings back meat and hides. Leaves tamed animals, bosses and raid creatures alone.
- Fisherman - takes a boat out of the settlement's harbour, fishes, and brings the catch home. Needs a rod and a boat moored at the settlement.
- Cook - takes raw food from the chests, puts it on the cooking stations, collects it when done and stores it.
- Caretaker - the household: keeps fires and furnaces fed, loads them, collects what they make and sorts the chests.
- Builder - mends damaged buildings and raises the plans laid out with the Builder's Hammer.
- Guard - watches the ground around the stone, walks the patrol points you plant - standing torches, in the hammer's Misc tab - and answers attacks. Rests off shift.
- Follower - leaves the settlement to travel with you. Fights beside you, boards ships, goes through portals and into dungeons.
- Farmer and Miner are in the panel but greyed out. See known issues.
Managing the settlement
Use the Frithstone to open the panel.
- Residents - everyone in the settlement. Pick one to see what they are doing right now, their mood and its reasons, health, inventory and gear, trait and skills, and to set their trade, weapon preference, work area and chest. You can rename them, change how they look, move them to another stone or dismiss them.
- Stock - what the settlement has and how much of each thing it wants. Set a target and the residents work up to it and stop; food below its target is not eaten.
- Settings - work radii, guards, whether the unhappy leave, panel size and more, changed in game. Server-side settings are admin only and synchronised.
Work areas are drawn on the map. Allowed areas are yellow circles, forbidden areas red, each with its own size and trade, so a small hunting ground and a wide felling site can exist side by side and the bog in the middle can be kept out. Trees, ore, bushes and game show on the map, and so do the residents. Only explored ground can be drawn on.
Chests. Shift+Use on a chest inside the settlement opens its sorting window: which trades work out of it, and what it should hold - metal only, say. The Caretaker sorts to those rules, and a resident can be pointed at a particular chest from its card.
On screen. An attack on the settlement, a guard falling, and the peace mending are each announced the way the game announces a raid.
Daily life
Residents sleep at night, eat breakfast and supper from the chests, sit down to eat when there is a seat, and talk to each other when idle. Happiness runs 0-100 and the panel says why: slept well, missed supper, no bed, the walls were broken, a friend was lost. A resident left unhappy for long enough walks out, with a warning first. That can be turned off.
Each resident is recruited with one of eight traits - Hardy, Brave, Timid, Diligent, Sluggard, Gluttonous, Sociable, Solitary - and gets better at the trade they work: faster swings, more from a tree or a rock. Fighting is a skill of its own, and a timed block is something a new resident cannot do and a veteran usually can.
Defence
Guards answer whatever comes within their radius and do not chase far. The alarm can be sounded from the panel and sounds itself when a raid begins; the settlement's fight is the guards' until one falls, and then everyone who can hold a weapon defends their own ground. The wounded fall back and return when healed. Nobody unarmed runs at an enemy, and residents take better weapons and armour from the chests when they find them. After a raid the loot is gathered in.
A resident who dies returns to the stone after a while and goes to fetch their gear from their grave.
Followers
A Follower is yours, not the settlement's. Shift+Use on them to say follow or wait.
Three stances: Defensive, Aggressive, Passive. They need no sleep and eat from their
own pack. inn.follower.home in the console sends any follower left behind in the
world back to the stone.
Builder and blueprints
The Builder's Hammer has its own build menu with one entry per blueprint. Lay a plan and the Builder raises it, from the ground up, paying every piece's full cost from the site before it goes up.
One blueprint comes with the mod, a three-bed cabin, so the Builder has something to raise on the first day. The rest are yours to make.
Writing one down. Hold the Builder's Hammer, look at a building, and press B.
Name it in the box that opens and it is written to BepInEx/config/Innangard/blueprints
and offered by the hammer straight away - no reload, no console. Whatever is joined to
the piece under your crosshair comes with it, and nothing that merely stands nearby. The
key is configurable, and inn.bp.capture <name> [radius] is still there for the times
you want a radius instead.
Lay one with the hammer's own build menu, or with inn.bp.place <name>. The mod can
also read a PlanBuild library you already have (on by default, read only).
Your world
Valheim deletes anything it does not recognise, so one launch without this mod erases
every stone and every resident. The mod keeps copies of the world before and after each
session (five by default, see Safety/WorldBackups); inn.world.backups lists them.
If a Frithstone is lost and its residents are left standing about, raise a new one and
run inn.frith.adopt in the console beside it: every resident nearby whose own stone
is gone joins it, whoever recruited them.
Settings live in BepInEx/config/com.yololo.innangard.cfg; most are also in the
panel. Texts are English; the file is lang/English.json beside the dll if you want to
translate it.
Known issues
Other mods' custom build-menu tabs are missing until Jotunn is updated. Jotunn 2.29.2 was built before Valheim 1.0 and its piece-table patch throws on it, which leaves every build menu in the game empty - vanilla's hammer as well as this mod's. This release takes that patch off so the hammers work again, and the cost is Jotunn's custom categories: a tab another mod adds to the build menu will not be there. It costs this mod nothing, since its own pieces sit in vanilla's Misc. The workaround tests for the change it repairs, so it stands aside by itself the day Jotunn ships a build for 1.0.
The Farmer and the Miner are greyed out. Neither has been watched working through a full session, so neither is being handed out yet. They are shown rather than removed so the row does not change shape on the day they open.
Multiplayer has not been tested with more than one player yet.
CHANGELOG
Changelog
0.0.8
Valheim 1.0. The mod does not load on 1.0 without this release.
- Every part of the game this mod touches that 1.0 renamed or reshaped, followed: Hoverable's new hover offset (without which no settler could be loaded at all), VisEquipment's hand and hair items as hashes, Piece.SetCreator's platform account, Inventory.AddItem's two new flags, CookingStation.GetSlot's cheat flag, and the six container RPCs that all became their long names - which is why a resident's pack would not open
- World copies handle 1.0's chunked saves: one folder per copy, holding whatever the world says it is made of
- Works around two breaks in Jotunn 2.29.2 on 1.0, both of which stop the moment Jotunn is updated: its piece-table patch, which left every build menu in the game empty, and its console-command registration, which dropped all nine of this mod's commands
- Smoothbrain-Cooking no longer destroys dishes a settler collects: the food is lifted out of the slot into the pack instead of going through the station's hand-over
- Residents no longer flicker their tools in and out of their hands
- The Builder stays out of the water: nothing that has to be reached by swimming is chosen, anything that turns out to need it is left to the player, and a Builder that ends up in the sea walks to the nearest dry ground
- A plan the player has just laid out holds the Builder's hammer ahead of mending
- A build site's flag stays where it was planted instead of moving into the middle of the building on the next reload, and a plan that really did lose its stake gets the replacement outside its door rather than in the middle of the floor
- A Builder carrying materials gives up on a piece it cannot get to, instead of walking at it for the life of the plan
- A resident sits only while something is still asking it to, so a trade that finds work again stands up, and one left in a pose is taken out of it the way the game does rather than by writing animation flags at it - which is why one could sit half-reclined on a bed for minutes while the mod insisted it was standing
- Residents walk around colleagues who are standing still rather than pressing into them, and no longer collide with one another at all: two capsules wedged in a one-capsule doorway is a knot physics holds shut, and separation belongs to the steering that can take turns. They still collide with the world and with you
- A resident that cannot move is rescued whether or not it had somewhere to be, so one stuck while looking for its breakfast is carried out like any other
- Residents use the door: standing outside a wall no longer counts as being in reach of a chest inside it, so a caretaker walks in instead of unloading through the boards
- The Builder's Hammer captures a blueprint itself: look at a building, press B, name it. Writing one down no longer means opening the console, and the key is on the hint bar
- The Builder's Hammer has vanilla's repair entry, which is also the one selection that draws no building on the cursor
- The Builder fills its pack rather than carrying one stack of each kind home, and looks at a stuck plan again sooner
- The Builder raises everything within reach before taking a step, instead of walking once per piece, and a piece takes half as long to raise. A cabin that was most walking is now mostly building
- A blueprint captured with the hammer already in hand appears in it at once, rather than after the hammer is dropped and picked up again
- The eight blueprints by other builders are gone. Only the mod's own three-bed cabin ships now; yours are made with the hammer
- A settler killed out at its work no longer breaks the frith; it comes back, tells a guard where it happened, and the watch goes out to look
- Hunters may take game a short walk outside their grounds, and say why they took nothing
- The panel's map screen closes with Escape as well as with Back
0.0.7
- BepInExPack listed as a dependency in its own right, not only through Jotunn
- Patrol Point is a standing torch that burns without fuel; Farm Marker is a signpost
inn.frith.adopt: residents whose Frithstone is gone join the nearest one of yours- Guards answer a monster of the game's own hostile factions before it has noticed anyone
- Settings and Settlers screens no longer fault on the first world opened after a return to the menu
- A raft held afloat on a shelf is backed out, shoved, then lifted off; the helmsman no longer runs on the spot
- A calm monster inside the wall is the guards' business, not a broken frith
- Eight more blueprints in the Builder's Hammer, from other builders and credited to them
0.0.6
First public release.
- Frithstone, recruitment, beds, settlement chests and the management panel
- Trades: Lumberjack, Forager, Hunter, Fisherman, Cook, Caretaker, Builder, Guard, Follower. Farmer and Miner are present but not yet offered.
- Work areas drawn on the map, stock targets, chest filters
- Needs, mood, traits, skills, chatter
- Guards, alarm, frith doctrine, retreat and gear from the chests
- Builder's Hammer, blueprints, and one plan to start with: a three-bed cabin
- World copies taken before and after each session