9- Troubleshooting

Updated 6 days ago

Troubleshooting

Nobody is doing anything

Work through these in order - the first three account for nearly every case.

  1. No bed. Residents refuse to work until they have claimed a free, roofed bed within 45m of the Frithstone.
  2. No work area. Without a drawn area a resident only works within 30m of the stone.
  3. No tool. A Lumberjack with no axe, a Fisherman with no rod. Put a spare in a chest; they fetch their own.
  4. No chest. With nowhere to put what they gather, they fill up and stop.

The status text over a resident's head always says which of these it is. It is written to be read as a reason, not a label.

A piece is missing from the build menu

Check that BepInEx and Jotunn are installed and compatible with your Valheim version, then check BepInEx/LogOutput.log for plugin load errors. Confirm the piece's crafting requirements are met and that the relevant Innangard setting is enabled. If every hammer's menu is empty, update Jotunn and check whether another mod reports a piece-table error.

The game will not start at all

Look in BepInEx/LogOutput.log for InvalidProgramException or MissingMethodException. After a game update, any mod compiled against the older Valheim throws these, and one of them can take the whole game down with it.

Innangard needs only BepInEx and Jotunn, so a profile with those three is a fast way to tell whether the fault is here or somewhere else in your list.

Reading the log

Two settings under [Debug] in BepInEx/config/com.yololo.innangard.cfg:

  • VerboseLog = true - every work decision goes to the BepInEx log. Verbose, and the fastest way to answer "why is it doing that".
  • ShowOverlay = true - draws each nearby resident's role, activity, target and movement mode over its head. Amber means the path is blocked, red means it has a hostile target.

Lines are tagged, so you can filter for the one you care about:

Tag What it covers
Innangard[job] which craft a resident is running, and its state each tick
Innangard[build] the Builder: sites, materials, mending
Innangard[forage] [hunt] [lumber] [fisher] why a gatherer found nothing
Innangard[planner] [ai] [door] routes, doors, and why one failed
Innangard[storage] [caretaker] chests, sorting, withdrawals
Innangard[rescue] [stall] [rooted] residents that cannot get anywhere
Innangard[helm] a settler sailing a boat
Innangard[net] ownership, which matters far from the player

Most say why rather than what. A Forager reports the whole count:

nothing to pick - 190 pickable(s) in the world, 28 passed the first look,
162 already picked and regrowing, 27 outside the work area (6 anchor(s)),
1 in a farm field or cultivated, 0 not in this resident's allowed materials

That is the answer to "is it lying to me": 27 of the 28 ready pickables were outside the circles, so there really was nothing inside them.

A resident is stuck

It should sort itself out. A resident that cannot get anywhere for 60 seconds (StuckRescueSeconds) is picked up and set down on the nearest ground it can stand on, and only carried all the way home if that fails too.

If one is stuck for longer, Innangard[rooted] names what is holding it and Innangard[rescue] says whether it was carried.

Getting a world back

Innangard copies your world aside every time it loads and again when you leave. The copies live in a folder called innangard-backups beside your saves, one folder per copy, and the five most recent are kept (WorldBackups).

inn.world.backups lists them and prints the folder.

Restoring is deliberately manual: close the game, then copy a backup's contents back over the save. A mod should not overwrite a live world on its own judgement.

Current limitations

  • A guard or Builder can walk onto a roof. Innangard's own pathfinder refuses roofs, but when it finds no route it falls back to Valheim's navmesh, which does not.
  • Multiplayer has not been tested with more than one player.
  • The Miner is unfinished and hidden by default. An administrator can expose it with Work/OfferUnfinishedCrafts; it may have rough edges.