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Configuration
Updated 8 hours agoBepInEx/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 |