Configuration

Updated 8 hours ago

BepInEx/config/com.yololo.innangard.cfg. Most of these are also in the panel's Settings tab. Sixty-three settings in twelve sections; the defaults are what the mod was tuned around, so change one at a time.

Settings marked server are synchronised from the host in multiplayer. Local ones belong to whoever is sitting at the screen and are never sent anywhere.

Work

Setting Default What it does
WorkRadius 30 Work radius around the Frithstone itself
AreaMaxRange 200 How far from the stone a drawn area may sit. An area belongs to a settlement
LumberjackFrithstoneClearance 15 Nearest a Lumberjack may plant a tree, so saplings stay out of the village
DepositThreshold 0 Haul to the chest once this many resources are carried. Zero means work until full
StorageReach 3.2 How far a settler reaches sideways for a chest. The player's own range is 5
StorageVerticalReach 3 How far above or below its eye level. Stacked chests need at least this
LumberjackChopDamage 20 Fallback damage, used only when the real swing does not connect
MinerPickDamage 20 The same for a pickaxe
UseLedger true Keep stock targets on the Frithstone rather than on individual residents
CookForPopulation true The cook makes meals for the household, not for the larder
CookingReserve 5 Meals kept over what the settlement eats in a day
MaxCookedStock 50 How many of each dish before the cook stops
MaxEngageDistance 60 How far off a hunter will commit to an animal
StuckRescueSeconds 60 How long a resident may get nowhere before it is carried out

Settler

Setting Default What it does
RequireBed true Residents refuse to work until they claim a free, roofed bed
BedSearchRadius 45 How far from the stone they will look for one
NightRest true Workers stop at night and rest until morning. Guards keep watch
Health 100 Base max health
HealthRegen 3 Health per minute recovered out of danger
RespawnMinutes 5 Minutes before a dead settler returns. Gear is kept; cargo waits in a tombstone
RetreatHealthPercent 30 Below this a resident breaks off a fight and falls back
AutoEquipFromStorage true Residents fetch their own tools, weapons and armour from chests
ToolsAsWeapons false Let them draw a pickaxe in a fight
CrowdSpacing 1.5 How much room a walking resident leaves around anyone else
UseIntents true Decide what a resident is doing in one place rather than three at once
VisualScale 1 Visible size only - collision, reach and pathfinding are untouched

Guards

Setting Default What it does
DefenseRadius 32 How far from the stone they go to meet an attacker once alerted
PatrolPointRadius 60 Furthest a patrol point may be from its Frithstone
ArrowSupply 30 Arrows an armed resident keeps. 0 disables restocking
AllowSortie true Let them go out through a gate to meet attackers, and shut it behind them
SurviveHostileGate 4 How close a pursuer may be before a fleeing resident gives up on a gate
PreferRangedWeapons false What they reach for with no weapon mode set: off, a blade; on, the bow
RestHoursAfterShift 5 How long a guard sleeps once its watch ends
IgnoredCreatures (empty) Comma-separated creatures nobody picks a fight with. For ambient wildlife other mods add

Settlement

Setting Default What it does
FollowWalls true Work out what belongs to the settlement from what you built, not from a circle
FootprintMargin 8 How far past a built piece the settlement still counts
RememberBadGround true Remember ground a resident had to be rescued from and keep out of it
RehomeRadius 24 How far a rebuilt Frithstone may be and still adopt the old one's residents
SharedAccess OwnerOnly Who else may manage the settlement
GatewayNavLinks true Tell Valheim's pathfinder about a door the moment it opens

Builder

Setting Default What it does
Enabled true Offer the Builder trade and let plans be raised
CaptureKey B With the hammer in hand, write the building you are looking at down. Local
BuildSecondsPerPiece 1.5 How long one planned piece takes, before skill
RepairBelowHealth 0.9 How worn a building must be before the Builder mends it
IgnoreStationRequirement false Let them raise pieces that would need a workbench in range
ScanPlanBuildDir true Also read PlanBuild's blueprint folder. Read only

Recruitment

Setting Default What it does
FrithstoneCost Coins:40, SurtlingCore:1, Amber:3, FineWood:5 What a Frithstone costs. Prefab names, not the words shown in game
CostMultipliers 20, 20, 30, 50, 100, 200 What each resident costs. The last figure repeats
Coins 1 Base coin cost. Leave at 1 and write the prices you want in the ladder
NamePool (a list) Names new residents are drawn from

Fisherman

Setting Default What it does
CatchSeconds 40 How long one fish takes, before skill
MaxCatch 6 Fish carried before the raft turns for home
FishingRange 40 How far from its mooring it looks for deep enough water
HelmedShipBoost 2 How much brisker a boat is with a settler at the helm

Farming

Setting Default What it does
FarmRadius 8 Planting and harvesting radius around each Farm Marker
FarmMarkerMaxRange 120 Furthest a Farm Marker may be from its Frithstone
SeedReserve 3 Planting stock kept back during normal planting

Interface, Needs, Safety, Debug

Setting Default What it does
UiScale 1 Size of the Innangard panels and their text. Local
Language Auto Language of the mod's texts. Follows Valheim by default. Local
EnableDesertion true Miserable settlers eventually leave, and leave their things at the stone
WorldBackups 5 How many copies of the world to keep
ShowOverlay false Draw role, activity, target and movement over each resident's head. Local
VerboseLog false Log work decisions to the BepInEx console. Local