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Innangard
Build a living settlement: recruit villagers, give each a craft, stake out fields, and join your villages with roads your own people help you build.
| Date uploaded | 2 weeks ago |
| Version | 0.1.2 |
| Download link | Yololo-Innangard-0.1.2.zip |
| Downloads | 300 |
| Dependency string | Yololo-Innangard-0.1.2 |
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.
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 craft, and the village keeps working while you are away.
Then join your settlements together. Survey a road between two of them, build it with a work party beside you, and send caravans down it that 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.
0.1.2 - the Farmer, fields, and more than one pair of hands
Stake out a field with a Farm Marker, tell it what grows there and how far it reaches, and the Farmer sows, tends and harvests it. A field rotates a crop with its own seed, so it never asks the settlement for more. Keep-out circles on the map cut shapes out of a field, and where two fields overlap the ground goes to the nearer stake.
A settlement can also be run by more than one person now. The Household screen names Leaders, who have the founder's authority over everything except naming other Leaders and handing on the stone. And a visitor who is not one of them cannot lay a hand on your residents.
The chest window is one press instead of four hundred: nine kinds of thing, "whatever it already holds", or a list you choose. Ticking a chest for a craft says where that craft looks first and no longer locks everyone else out.
Fishermen swim to their boats. The Obliterator is no longer treated as a chest, which it
had no business being. Hugin explains six more things. And any language file you drop in
the lang folder is loaded - see below if you want to write one.
0.1.0 - the trading system is live
Your settlements can be joined by roads, and caravans can run on them.
Name a settlement, survey a way to another one, and the mod draws a line that keeps off the water, out of the mountains and off anything too steep to carry a load over. Then you build it: hoe a path along the line and the stretch turns green, lay it in stone and it turns pale blue. Muster a work party and two or three of your people walk out with you, laying whatever you lay where they are standing and clearing the trees, stumps and boulders in the way. Put a trade chest at each end, fill one, and send a caravan - the carriers walk the road at the pace the road allows and the goods turn up at the other end, whether or not you are there to watch. The load goes on their backs - there is no waggon - and a finished road carries six times what a bare line does.
Nothing is bought or sold: both villages are yours, so what passes between them is carrying rather than trading.
What comes next. Barter and prices, so a caravan can trade rather than only carry. Roads between settlements belonging to different players. Sea routes and harbours. Caravans that can be raided, and guards who go with them to see that they are not. Bridges, so a river stops being the end of a road. The Miner, once it has been watched through a full session. And titles below Leader, so a settlement can be shared with somebody without handing them the whole of it.
No updates for about a month. I am away from home and will not be able to work on this or answer quickly. Bug reports are still very welcome - they will be waiting for me, and the ones already reported are what most of this release is made of.
Screenshots

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

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

What a fisherman carries home.

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

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

The settings that matter, changed in game.

Name the settlement and put it on the map. Roads and caravans are still being built, and the screen says so.

Stock targets: the settlement works up to a figure and stops, and will not eat a food that is under its own.

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

A road on the world map: green where it is built, yellow where it is only surveyed, and how far off it you are standing.

A work party out on the road - three lanes from one pass of the hoe, and the line to follow drawn on the ground.
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 crafts from the same panel.
Crafts
- 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 - sows, tends and harvests the fields you stake out. See below.
- Miner is in the panel but greyed out. See known issues.
Managing the settlement
Use the Frithstone to open the panel.
- Settlers - a board of the crafts rather than a list of names: every craft, everyone holding it, and what each of them is doing this minute, so you can see that something is wrong without opening anything. Press a name to open that resident - mood and its reasons, health, pack and gear, trait and skills, and the controls that set their craft, weapon preference, work area and chest. You can rename them, change how they look, send 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.
- Construction - the plans laid out for the Builder and how far along each one is.
- Trade - the settlement's name, the ways out to your other settlements, the work party, and the caravans running on the roads you have built.
- 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 craft, 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 asks one question: what is this chest for. Nine kinds of thing - food, metal, trophies and so on - or "whatever it already holds", or a list you pick by hand. One press and it is set. A chest can be set for more than one kind.
The same window says which crafts bring their day's work here. That decides where a craft looks first; it does not lock anyone out, because every craft may take from every chest in the settlement. The Caretaker sorts to all of it, and a resident can be pointed at a particular chest from its card.
Building draws on them too. While you are standing in the settlement, what its chests hold counts towards what you are building - the same chests the Caretaker works out of, so a workbench in the middle of a village reaches all of them. There is a switch for it on the Settings screen; turn it off if another mod already builds from containers.
Fields
A field is staked rather than fenced. Put down a Farm Marker - the hammer's Innangard tab - and use it to say what grows there and how far it reaches. The reach is drawn on the ground while the window is open, so you can see the edge from inside it.
A field takes a crop and its own seed turn and turn about, so it makes its own seed and never asks the settlement for more. A crop is only offered when its seed is in the settlement's chests and the biome will actually grow it.
Fields show on the world map, and a keep-out circle drawn there cuts a piece back out of one - which is how a field gets a shape that is not a circle. Where two fields overlap the ground goes to the nearer stake.
Who may give orders
A settlement belongs to whoever raised its Frithstone. The Household screen on the panel is where that is shared: a Leader has the founder's authority over everything the settlement does - trades, work, stores, land, trade routes - with two exceptions. A Leader cannot give or take the title, and cannot hand the stone on. Those stay with the founder.
Anyone else is a visitor. They can walk through, look, and change nothing - and they cannot lay a hand on the residents either. Greydwarves, fire and the sea still can.
There is also a world-wide setting, Settlement/SharedAccess, for servers that would
rather not manage this per settlement: OwnerOnly, WardPermitted (everyone an active ward
over the Frithstone lists) or Everyone.
Roads and caravans
Two settlements of your own can be joined by a road, and caravans can run on it.
Survey a way from the Trade screen. The mod looks for a line that keeps off the water, out of the mountains and off anything too steep to carry a load over, going the long way round where it has to, and it leaves by your gate rather than over your wall. Nothing is built by surveying: it draws the line on the map, and on the ground near you with a stake at every stretch, and tells you how far off it you are standing.
Then you build it. Hoe a path along the line and the stretch turns green; lay it in stone and it turns pale blue, which is worth more, because a caravan runs quicker on stone than on packed dirt and quicker on either than on a line with nothing on it at all. Build it well off the line and the stretch goes red - the road is there, but a caravan still has to leave the route to use it.
Muster a work party and two or three residents walk out with you, one either side and one behind, laying whatever you lay where they are standing, so one pass with the hoe comes out three lanes wide. They fell the trees, break the stumps and clear the boulders standing on the line. They keep their crafts and go straight back to them when you send them home; guards and cooks stay behind, because the settlement still has to be defended and fed.
Then send a caravan. Build a trade chest at each end - a reinforced chest with a column more room - fill the one at this end, and press send. Two or three carriers walk out with the load at the pace the road allows. It goes on their backs - there is no waggon to pull
- and how much goes is what the road is worth: a bare line carries a sixth of what a finished one does, and every stretch you build moves that figure.
They arrive whether or not you are there to watch: the clock carries them, so a night's sleep carries them too, and the goods turn up in the trade chest at the far end. Nothing is bought or sold - both villages are yours, and what passes between them is carrying rather than trading.
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 craft 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
Update 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. Innangard takes that patch off so the hammers work, at the cost of Jotunn's custom categories: a tab another mod adds to the build menu will not be there. 2.30.0 fixed it at the source, and the workaround stands aside on its own once Jotunn is that or newer, so both the hammers and the tabs work. Nothing to set either way - it reads the version of the Jotunn that actually loaded.
The Miner is greyed out. It has not been watched working through a full session, so it is not being handed out yet. It is shown rather than removed so the row does not change shape on the day it opens.
Multiplayer has not been tested with more than one player yet. The Household screen and the rule that a stranger cannot strike your residents are both written for it and both unproven in it.
CHANGELOG
Changelog
0.1.9
Fixes on top of 0.1.8.
- Fixed a stutter that happened whenever a farmer had nothing left to plant. It was checking every spot in its fields again every second; now it waits until a crop has been harvested and there is room to sow
- The chest sorting window shows its list of items again. When the private chest got a section of its own the window stayed the same height, and the list was squeezed to nothing under the search box. It always keeps room for a few rows now
- A caretaker picking things up off the ground no longer runs off to a chair and back every twenty seconds
- A cook with a full larder says so. It said "No raw food in the frith chests" while standing beside chests of raw meat, when the real reason was that enough was already cooked for everyone
- A hunter walks over to its kill and picks up the meat, including game it shot just outside its hunting grounds, and moves on as soon as the kill is cleared instead of standing over empty ground
- A hunter that loses track of an animal no longer waits for meat from something it never killed
- Guards and hunters keep hold of their weapons. A resident's pack was being read back every few seconds, and a bow already in hand stopped counting as held
- A resident that cannot get to a seat at supper eats where it stands, instead of trying one bench after another across the settlement
- Residents no longer walk up a roof heading straight for something on the far side of a house
- Routes keep out of the shallows along a sea wall when there is a way round on dry land
0.1.8
Residents who work like they live here.
This is the last update for about three weeks, so it gathers up everything reported since 0.1.7.
Companions and fighting
- Companions no longer hit like fully trained fighters from the day they arrive. A resident's damage roll was the one the game uses for creatures, which is as good as a player who has maxed the weapon - archers were four-shotting trolls with a second bow and wooden arrows, and a first swing staggered almost anything. Damage now follows the resident's own fighting skill: a newcomer hits like somebody who has held a weapon before, and gets stronger as it levels
Hunters
- A hunter carries its game home when the pack is full or night falls, like every other trade, instead of walking each kill back to the chest by the Frithstone
- A hunter only goes back for arrows when it is actually running low, and still takes a full quiver when it does. Loosing three arrows used to mean a trip home for three arrows
Farmers
- A farmer moves at the same pace as the other field trades instead of strolling across its own field
- A farmer finishes picking a field before hauling. It used to set off for the chest the moment it could not see anything else to pick - usually a moment before the crop it had just lifted landed - and carry one turnip at a time
Everyone
- Field workers run to what is far and not to what is near, so a lumberjack no longer sprints three paces from one log to the next
- Residents use any chair or bench inside the settlement. Only seats within fifteen metres of the Frithstone counted, so everyone gathered at the stone to wait, talk and eat
- A chest marked private is private to everything. Gear fetching, meals and arrow restocks could still take from one - a hunter helped itself to a butcher's knife
Performance
- Two on-screen overlays no longer do layout work every frame while they have nothing to show, which mattered most with the inventory, a chest or the build menu open
- Building from settlement chests stays out of the way entirely until there is a settlement
0.1.7
Sailing with company.
- A boat with companions aboard sails like a boat again. A follower standing on a deck kept falling through the planking and being pushed back up out of the hull, and every push shoved the boat - a Karve with two companions aboard felt like it weighed a thousand tons and would barely steer. Followers now stay put where they were set down on the deck, and the boat only carries them
- A follower set down on a deck stands on the planking rather than a hand's width above it
0.1.6
No more freezing, and lumberjacks that fell trees.
- The game no longer freezes for a second every few seconds while residents work. A resident looking for a way to something it could not reach - a chest against a wall, the trunk of a tree, a rock - was allowed to search for as long as it liked, and every one of those searches stopped the game until it finished. A search now has a time limit, and a resident that runs out of it walks as close as it got and tries again from there
- Lumberjacks fell trees again instead of spending the day on stumps. Stumps always came before trees, and a forest never runs out of stumps. Now a lumberjack takes whichever is nearer, so the stump a felled tree leaves still gets cleared and the next tree gets its turn
- Stumps just outside a work area no longer pull lumberjacks away from the trees inside it
- A lumberjack carrying more than one axe uses the best of them, so an iron axe is not ignored because a flint one happened to be first in the pack
0.1.5
Playing together.
The first reports from shared worlds came in, and three things in them were bugs rather than rough edges. All three were multiplayer only; nothing changes for a world played alone.
- The host can hand out trades again while somebody else is in the settlement. A resident answers to whichever machine is looking after it at the moment, which is usually the nearest player's, and that machine had no way to recognise the host - Valheim never tells a joining player which character the host is playing. So every order the host gave a resident near another player was quietly turned away, and it came back the moment that player logged out
- The Frithstone panel no longer goes blank. After leaving to the main menu and coming back, pressing a resident's name could hide the tabs and everything under them, with the Back button hidden along with them, and the panel stayed that way until the game was restarted
- A resident standing in front of you is never listed as dead. One the panel could not confirm you may give orders to was shown among the dead and the missing, and opening it showed no trades to hand out
0.1.4
Villagers that get where they are going.
This one is almost entirely about movement and about the caretaker. A settlement full of houses is a settlement full of doorways, and residents were losing arguments with nearly all of them - standing at open gates, pressing on walls beside doors, and declaring themselves stuck in the middle of their own village.
Doorways
- A resident walks through a door that is plainly open. The way a route is worked out could miss a doorway entirely if the doorway did not happen to line up with it, so a door standing wide open simply did not exist as far as the walking was concerned. Most of the village's "cannot get there" was this
- A door narrower than a resident thought it could fit through is measured at the door's own width now. Valheim's doorways are narrower than the room a resident asks for everywhere else, and only doorways are forgiven it
- A gate you are standing against is opened. One planned while a gate was open, then shut by the player, left a guard standing at it
- A door is noticed as far away as it can be seen. It was being found and then thrown away for being where it was found
- A door stops flapping. A route that crosses the same doorway more than once had residents opening and shutting it four times over before getting through; a door reopened straight after being shut now stays open. Never during a raid
Getting unstuck
- A resident walled into something gets out of it. The routine written to find the way out looked one step in eight directions and gave up if all eight were solid - which is exactly the state it exists for. It looks further now, and steps as far as the room actually is
- A resident stuck beside its own Frithstone counts as stuck. Being carried out was only ever offered to one a long way from home, and a builder that walks onto its own roof is ten metres from the stone and just as unable to reach a bed, a chest or a meal
- Being carried out twice in a row does not put it back beside the same trouble
- Nothing routes over a roof any more, including the short walk between two points of a route that was drawn properly
The caretaker
- Most tidying is settled without walking. A caretaker used to carry one armful at a time between chests it could see into from where it stood
- A round of chests is finished before anything else is started, and the chests come first rather than after the fires
- Chests are claimed by strength rather than by yes or no, so a thing goes to the chest that wants it most instead of the first that will have it
- A full chest no longer gets to say where something belongs
- What is not meat comes out of the meat chest first
- Cargo nothing will take back stops being owed back. Two caretakers were found standing at the same chest holding goods it would not accept, for as long as they held them
- One settlement, one board. Two caretakers were keeping separate ideas of the same settlement's stores
Chests
- A chest of your own: mark one private and no resident touches it
- A chest to empty your pockets into: mark one "take everything away" and the caretaker files whatever you drop in it
- Metals and ore have a kind of their own to sort by
inn.chestslists every chest, what it is for, and how full it is
The rest
- A settler holding a tool fights with it. A guard with a stone axe and a follower with a fist weapon were both counted as empty-handed and swung fists
- A builder mends at the pace the game allows. Two builders on one house, or one practised one on its own, were swinging faster than a repair can land and healing nothing
- Pieces standing in water are left to the player. A builder would otherwise stand on a jetty over a piling it could never reach
- A plan that loses a piece comes down with it, and hold the key to cancel a site instead of building it
- A second builder with nothing in its hands goes and fetches instead of waiting
- The cook may put down what it has cooked, and walks to a chest that can take it
- Two boats do not share one berth, and a boat with one of your own aboard is never hauled home from under them
- The chest sorting window measures itself properly and is as tall as what is in it
0.1.3
A dedicated server no longer fills its console and falls over.
Nothing that draws is ticked on a machine with no screen. The trade route overlay was asking Jotunn to build itself out of the vanilla map's texture, which a server does not have, so it threw - once per frame, until the console filled and the server went down. A map overlay nobody on a server could ever have looked at was taking the world with it.
The guard that should have caught it asked whether there was a minimap, and there is one on a dedicated server: the object exists with nothing behind it. So the question is asked properly now - Valheim's own dedicated flag, and the graphics device for the frames before that exists - and the work areas overlay and the map pins stand down with it.
Two more layers, because the fault was the repetition rather than the throw. The overlay checks for the texture it is actually built from, and if it throws anyway it says so once and stops asking until the map is rebuilt.
Nothing else changed. Settlements, residents, roads and caravans are 0.1.2 exactly.
0.1.2
The Farmer, fields, and a settlement that can be run by more than one person.
- The Farmer is handed out. It sows, tends and harvests the fields you stake out, and it is no longer greyed. Only the Miner is still held back
- Fields are staked, not fenced. Put a Farm Marker down - the hammer's Innangard tab - and use it to say what grows there and how far the field reaches. The reach is drawn on the ground while the window is open, and a keep-out circle on the world map cuts a piece back out of it, which is how a field gets a shape that is not a circle. Fields are drawn on the world map under the circles that cut them, and where two overlap the ground goes to the nearer stake
- A field rotates by itself. It takes a crop and its seed turn and turn about, so it makes its own seed and never asks the settlement for more. A crop is only offered when its seed is in the chests and the biome will actually grow it
- The mod's pieces have their own row in the hammer. Frithstone, patrol point, farm marker and trade chest, above Misc, instead of being scattered through it
- A settlement can have Leaders. The Household screen on the Frithstone: a Leader has the founder's authority over everything the settlement does - trades, work, stores, land, trade routes - except giving or taking the title and handing the stone on, which stay with whoever raised it
- A stranger cannot hit your residents. A visitor could walk through a settlement and change nothing in it, but could kill its guards one at a time. A blow is now asked the same question an order is
- Chest sorting is one press. "What is this chest for" has eleven answers - nine kinds of thing, whatever it already holds, and a list you choose - instead of a search box and four hundred names. A chest may be set for more than one kind. And ticking a chest for one craft no longer locks every other craft out of it: the ticks decide where a craft looks first, not what it is allowed to open
- Build from the settlement's chests now counts every chest a craft may draw from rather than the first one it finds
- A fisherman may swim to its boat. Water is refused for every other errand, and it was refused for this one too, so a fisherman stood on the beach saying "no raft" with the raft in plain sight. The settlement's boat is also kept: one that drifts off with nobody aboard is brought back to its berth, and a berth is only chosen if somebody can actually get to it. Take the helm yourself and the boat stops being the settlement's
- Hugin has six more things to say: what keeps a resident from leaving, what stock targets are for, what a chest is for, the fisherman's rod and boat, the builder's plans, and what a Follower is. Each told the first time that part of the mod reaches you
inn.footprintdraws the settlement's own edge on the ground you are standing on- Every trade gets better at what it actually does, and a blow in a fight is worth four swings at a tree
Fixed:
- The Obliterator counted as a chest. Residents were carrying the settlement's ore, coal and supper to the one object in the game built to delete them
- A caretaker put one thing in a chest and went back to picking things up. A round of chests is one errand now and ends when the pack is empty
- A farmer said it had no seed while the settlement held a hundred of them in another chest
- A caravan on an unbuilt line carried nothing, a carter could not open its own gate, and a load called back was counted as delivered
- A caravan's carters walked at their own craft's pace rather than the caravan's
- A settlement's name could change when its Frithstone was picked up and put back down
- A guard could not put anything down, and a hunter kept every hide it took
- Any
<Language>.jsonin thelangfolder is loaded now. It used to look for a fixed list of eight names, so a translation in any other language was silently ignored - A finished stretch of road no longer draws stakes on the ground or says how far off it you are standing. The map overlay still shows the whole route
- "Cart" is gone from the texts. There is no waggon: the carriers walk with the load on their backs, and a finished road carries six times what a bare line does, which is what the word was standing in for
0.1.1
The store page, which I forgot to update with the rest of it.
- The page now says what this mod became. The first paragraph described a settlement where people work inside the walls and nothing ever leaves them, and the line under the mod's name said the same - both written before there were roads to build or caravans to send down them
- The two pictures that were missing with it: a road on the world map, green where it is built and yellow where it is only surveyed, and a work party out on one laying three lanes from a single pass of the hoe
Nothing in the mod itself has changed since 0.1.0.
0.1.0
Roads between your settlements, and caravans on them.
- Every settlement has a name. On its Frithstone, on its map pin, and across the top of its panel. Named the day it is founded and renamed from the Trade screen; the ones already standing in your world are named the first time you load it
- Survey a way between two settlements from the Trade screen. It looks for a line that keeps off the water, out of the mountains and off anything too steep to carry a load over, going the long way round where it has to, and it comes out of your gate rather than over your wall. It draws on the map, and on the ground near you with a stake at every stretch
- Build the road yourself. Hoe a path along the line and the stretch turns green; lay it in stone and it turns pale blue, which is worth more than green because a caravan runs quicker on it. A stretch built well off the line goes red: the road exists but a caravan still has to leave the route to use it
- Muster a work party and two or three residents walk out with you, one either side and one behind, laying whatever you lay where they are standing - so a pass with the hoe comes out three lanes wide. They fell the trees, break the stumps and clear the boulders standing on the line, which is most of what building a road through woodland is. They keep their crafts and go back to them when you send them home. Guards and cooks stay behind
- Trade chest: a reinforced chest with a column more room, and the loading dock for a caravan. What you put in it is what the next caravan carries, and what one brings in is waiting there. Nothing else in the mod touches it - not the Caretaker, not a meal, not your own building
- Send a caravan down a finished road. Two or three carriers walk out with the load on their backs at the pace the road allows - a bare line carries a sixth of what a finished road does, and where you are standing to watch them they are people walking a road rather than a number on a map. They arrive whether or not anybody is there to see it: the clock moves them, so a night's sleep moves them too. The goods turn up in the trade chest at the other end and the carriers come home
- The route says how far you are standing from it while you build, because a pixel of the map is twelve metres and the corridor that counts as road is two
- A road that has been built is kept. The line can be surveyed again any time; paving cannot be re-laid by pressing a button
- Build and craft out of the settlement's chests while you are standing in it. Every chest inside counts - the same chests the Caretaker works out of - so a workbench in the middle of a village reaches all of them and there is no round of opening chests before a build. Switch it off on the Settings screen if another mod already does this
inn.groundsays what the mod sees under your feet: paved, dirt path, or bare ground. Levelling flattens and paints nothing, so a stretch that looks like a road can be grass to everything here- A resident that ends up a long way from its own settlement with nothing keeping it there is fetched home, whatever put it there
- Residents fetch an axe and a pick for a work party and put them back in the chest afterwards, unless it is their own craft's tool
- A forager no longer throws when it picks something with no player in the world, which would have been every pick on a dedicated server
0.0.91
Packaging only. The mod itself is 0.0.9 unchanged.
- The package asks for Jotunn 2.30.0 rather than 2.29.2. A fresh install through Thunderstore or r2modman was being handed the one Jotunn that empties every build menu in the game - the fault this release works around, and the one nobody should be sent to on purpose
0.0.9
The faults reported against 0.0.8, and the panel gone over. Update if you played 0.0.8: the first thing on this list fills a disk.
- World copies are no longer written inside the world they are copying. A 1.0 save path
ends in a separator, and the folder above a path that ends in a separator is that
folder itself - so the copies went into the world's own save folder, and the next load
copied the copies into the copy, and the one after that copied those. Players reported
thirty gigabytes of it and folders nested deeper than Windows will delete. Two things
stop it now and either would be enough alone. An Innangard folder left inside a world's
save folder by an earlier version is safe to delete, and
inn.world.backupssays where the copies belong - The Frithstone is in the hammer from the first day. Valheim hides a build piece until every material it costs has been handled, and the stone costs coins, a surtling core, amber and fine wood - so a new character's build menu had nothing of this mod anywhere in it, and the mod looked as though it had not installed. It still greys out until the materials are in the pack, and it is no longer announced as a new recipe every launch
- Guards and followers fight with their weapons instead of their fists. The pass that takes back gear a resident is no longer carrying was emptying the hand of gear it plainly was, thirty-eight times in one session
- The workarounds for Jotunn 2.29.2 stand down on 2.30.0, which is where they were always meant to stop. They did not, because the version they tested was a const the compiler had burned in at build time - the number this mod was built against rather than the one the player installed. That is why an updated Jotunn had empty custom build categories
- The alarm is for something getting inside the walls, or a guard going down. Any blow that landed anywhere the settlement covered used to stand the whole settlement to: a greyling chewing the outside of a palisade did it, and so did a wolf setting on a hunter two hundred metres out in the woods. It also announced itself once a swing rather than once an attack
- Enemies loose in the middle of a settlement count as being in it. The test asked for built cells and whatever they enclose, so a creature standing on the grass between two houses was, by that measure, outside the village it was attacking
- A resident's job is called a craft now, not a trade. Only the word changed
- The Settlers screen is a board of work rather than a list of names. Each card says what that resident is doing, its mood and what is in its way, so a settlement of eight is one look instead of eight clicks, and nothing has to be opened to see that something is wrong
- Changing what a resident does is two presses on that resident's own page, and neither of them is a mode to get out of afterwards. It was reported as not being possible at all
- The button across the top of the panel says what pressing it does. It used to state the settlement's condition, and state the one it was not in
- One work-area editor instead of two, and it opens where you can see it rather than half off the right-hand edge of the screen
- A stock row reads as a row: the minus no longer sits against the figure it cannot change, and the rows go two to a line
inn.overlayturns the labels over a resident's head on and off without leaving the world. They were a config setting, and BepInEx reads a config file once- A settlement has a name - on the stone, on its map pin and across the top of its panel. Sending a resident to another Frithstone offers those names rather than two sets of coordinates
- A caretaker walks past a chest that filled up while it was walking to it and gives the rest to the next chest that will have it, instead of abandoning the round, carrying everything back, and setting out again with the same load
- A chest standing in the settlement belongs to it without being taken in first. Claiming was opt-in and silent about it, so a Caretaker could report "no chest to draw from" while standing next to one. Untick every craft on a chest and it is refused, as before
- A resident asleep or sitting down is not stuck. The rescue reads the flags that mean being held on purpose instead of guessing from the body, so nobody is carried off a chair or out of a bed every sixty seconds
- The Builder keeps out of water it can stand up in, not only water it has to swim in
- A tree with something built on it is left standing. A ladder up a trunk or a platform in it came down with the tree, and whatever was on the platform came down too
- The Frithstone stops catching the cursor while a hammer is up. The box around it that makes Use easy to aim at sits on a layer Valheim's placement ray reads, so a ghost within about a metre and a half of the stone snapped to the surface of an invisible box
- The rename box takes the keyboard. It was opening in the same frame the panel behind it was being torn down, so the caret went nowhere and every key went to the game
0.0.8
Ready for Valheim 1.0. Update before you play it - 0.0.7 does not load on 1.0.
- 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 craft 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 Caretaker sorts by the load rather than by the item. It fills its pack at the intake chest with everything that has a home, remembers where each part belongs, and delivers nearest chest first - one trip per destination instead of one trip per kind
- A chest you marked for wood now gives up everything that is not wood. The mark used to decide only what could be carried in; it now also says what does not belong
- 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
- The work-area box on the world map is Valheim's own wood panel now, not the flat grey IMGUI box it used to be. It was the last screen in the mod not built like the rest
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
- Crafts: 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