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noodle_house-LumberCamp-0.1.13 icon

LumberCamp

A Dvergr lumberjack who fells trees around a camp, splits the logs, clears the stumps and stores the wood in your chests. Optional replanting.

Date uploaded 3 weeks ago
Version 0.1.13
Download link noodle_house-LumberCamp-0.1.13.zip
Downloads 209
Dependency string noodle_house-LumberCamp-0.1.13

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2350 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2350
ValheimModding-Jotunn-2.30.0 icon
ValheimModding-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: 2.30.0

README

Lumber Camp

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A Dvergr lumberjack who does your logging. Build a camp, assign a few chests, and he fells the trees around it, splits the logs, clears the stumps, picks up the wood and puts it away while you get on with something else.

What's in it

  • One build piece, the Lumber Camp, under Misc in the hammer. Placing it hires your first lumberjack.
  • The full loop: fell a tree, split every log, clear the stump, gather what dropped, walk it to a chest, repeat. Fallen logs and stumps first, whoever left them, then the nearest standing tree.
  • A panel on the camp for everything else: pause, hire or dismiss lumberjacks, assign chests, set the work radius, choose which kinds of tree to cut, and whether to replant.
  • Replanting. After clearing a stump, a lumberjack plants a sapling of the same tree if he is carrying its seed or cone. Trees drop them, he picks those up, and he keeps one stack of each in his bag rather than storing them.
  • Lumberjacks stay. They are saved with the world, come back when the area loads, and go back to work. They cannot be hurt, monsters walk past them, and their tool only cuts trees: nothing you built, planted or tamed takes a swing.
  • Two lumberjacks never pick the same tree. Each announces the job he is on and the others go elsewhere.
  • On the map. Every lumberjack is a blue arrow on the minimap and the big map, pointing the way he faces, shown like the other players rather than as a pin.
  • Works with modded trees. Anything with a trunk is fair game; trees the mod does not recognise by name fall under "Other trees" in the panel.
  • Trees unlock with the bosses. A camp stays one biome ahead of you: killing Eikthyr opens the Black Forest, so fir and pine can be cut; the Elder opens the swamp, so oak and ancient trees follow. You have to walk into that biome for a cone anyway. Trees two biomes out are greyed in the panel, with a line naming who is still in the way. Every pairing is a config entry, and BossGating turns the whole thing off.
  • Server-synced config, admin-only, for limits, costs and behaviour.

Everyone needs the mod in multiplayer. Safe to add to an existing world.

Using it

  1. Build a Lumber Camp near some trees. A workbench must be nearby (configurable).
  2. Put a chest or two within 20 m of the camp, open the camp and click Add nearest chest for each.
  3. Adjust the work radius if you like (10–100 m, 40 by default) and untick any trees you want left standing. A tree whose boss is still alive is greyed out until you kill it.
  4. Walk away. As long as the area is loaded the lumberjack keeps working. Hover him to see what he is doing; everything else is done at the camp.

The camp panel also has Hire a lumberjack for a second pair of hands, Store wood now to send everyone to the chests at once, and Pause work when you want the forest left alone for a while.

When the assigned chests are full or none are assigned, a lumberjack fills his bag and waits at the camp. Send one home dismisses a lumberjack and drops whatever he was carrying at his feet; taking the camp down does the same for all of them.

Configuration

BepInEx/config/com.noodle.lumbercamp.cfg, synced from the server:

Setting Default What it does
AdminOnlyPlacement off Only admins may build or remove camps. The only thing admin rights cover: a camp that exists is run by whoever walks up to it
MaxWorkersPerCamp 2 Lumberjacks one camp can employ
MaxWorkersTotal 8 Lumberjacks in the whole world
DefaultWorkRadius / MaxWorkRadius 40 / 100 Metres
CleanupOvershootPercent 25 How far past the radius, as a percent of it, a felled log or stump is still cleaned up. Standing trees are never cut from out there
ChestAssignRange 20 How far a chest may be from the camp
BagSlots 6 Stacks of cargo carried before walking to a chest. His axe, his suit and the kept seed stack are not counted
DefaultReplant on New camps replant saplings
FreeReplant off Replant without needing or spending a seed
PickupOnlyTreeDrops on Gather only what trees drop; off gathers any loose item in the radius
ChopDamage / ToolTier 60 / 4 The tool: two swings for a beech, four for an oak, and it can fell anything
BuildCost Wood 20, Stone 10, Resin 5 Camp cost
CraftingStation workbench Station needed to build a camp; empty for none
BossGating on Gate each kind of tree behind a boss. Off, a camp cuts everything from day one
BeechBoss ... OtherBoss see below Which boss unlocks each kind of tree. Same keys as Portal Progression; -- means none
MapMarkers on Lumberjacks as blue arrows on the minimap and map. Each player's own setting, not synced

Out of the box each tree waits on the boss whose fall opens its biome, one step earlier than the biome's own boss: beech is free from the start; birch, fir and pine wait on Eikthyr; oak and ancient swamp trees on the Elder; Yggdrasil shoots on Yagluth; Ashlands trees on the Queen. Other trees, which is where modded ones land, wait on nobody. A server that wants the stricter rule can set each family to its own biome's boss instead.

Known limits

  • A lumberjack only works while a player keeps the area loaded. Valheim simulates nothing where no one is standing, so leaving the area freezes him in place until you return, the same as any other creature. His arrow on the map stays where he stopped.
  • In multiplayer the map shows the lumberjacks your game has heard of. One far from you shows where he was when you were last near him; one you have not been near since joining is not shown until you are.
  • He picks up only what trees drop: wood, resin, feathers, seeds and cones. Anything else on the ground is left where it is.
  • He replants only what he has a seed for. Swamp, Yggdrasil and Ashlands saplings cost things a tree does not drop, so those stumps stay bare.

CHANGELOG

Changelog

1.0.1

  • Fixed: Yggdrasil stumps left standing. The game names that stump differently from every other, so the camp filed it under "Other trees" and skipped it unless that box was ticked. Lumberjacks now clear it with the rest of the Yggdrasil shoot.
  • Changed: replanting is free by default. Lumberjacks no longer need a seed or cone to plant a sapling. Turn off FreeReplant to make each sapling cost one again. If you already have a config file, your own FreeReplant value is kept.

1.0.0

  • Rewrote the mod page and this changelog to be easier to read. Nothing in the game has changed.

0.1.13

  • Lumberjacks now carry 6 stacks before heading to a chest, up from 2, so they make fewer trips. If you already have a config file, your own BagSlots value is kept.

0.1.12

  • Lumberjacks are shown on the big map again, as well as the minimap.

0.1.11

  • Lumberjacks are now shown on the minimap only, not the big map.

0.1.10

  • New: lumberjacks on the map. Each lumberjack is a blue arrow on the minimap and the big map, pointing the way he faces. When you move out of range, his arrow stays where he stopped.
  • The markers aren't pins. They aren't saved to your map, shared at a cartography table or removable with a right-click.
  • Turn them off with MapMarkers. It's your own setting, not the server's.

0.1.9

  • Fixed: players could change key settings on a server from their own config. Build cost, crafting station and axe strength were read from each player's own file, so editing it could make camps nearly free or give lumberjacks a stronger axe. The server's values now always apply.
  • Changes to these settings no longer need a restart.

0.1.8

  • Fixed: lumberjacks swinging at thin air. They used to stop a couple of metres short of a tree and swing at nothing. They now walk up until the swing will actually connect.
  • Fixed: lumberjacks aiming at branches instead of the trunk on bigger trees.
  • Stumps too low for a normal swing are now cleared straight away, instead of after two missed swings.

0.1.7

  • Fixed: lumberjacks only carried one stack, however high BagSlots was set. Resin, feathers and cones were left on the ground as a result. They now carry the full amount.
  • New: trees unlock with bosses. Each kind of tree becomes available once you beat the boss that opens its biome. Until then it's greyed out in the panel, with a note saying which boss you still need to beat. Every pairing can be changed in the config, and BossGating turns the whole thing off.
  • Camps skip locked trees even if they were ticked before, so turning this on in an existing world works without touching each camp.
  • Changed: anyone can use a camp. Hiring, pausing, the radius, replanting, tree choices and chests are no longer admin-only. AdminOnlyPlacement still limits who can build and remove camps. The old AdminOnlyPanel setting is gone and can be deleted from your config.

0.1.5

  • Fixed: logs and stumps left just outside the work radius. Trees at the edge fall outward, so their remains used to be ignored forever. Lumberjacks now clean up to 25% past the radius. Change this with CleanupOvershootPercent, or set it to 0 for the old behaviour. Standing trees are still only cut inside the radius.

0.1.4

  • Added Ko-fi and Discord buttons to the mod page.

0.1.3

  • Fixed: spare Dvergr suits appearing in chests and on the ground. A chest with one of these suits in it couldn't be opened, and suits on the ground couldn't be picked up.
  • Camps now clean these suits out of their chests and sweep up any lying nearby, so affected worlds fix themselves.
  • Lumberjacks now only carry materials: wood, resin, seeds and cones.
  • An item with no icon no longer breaks the inventory window.

0.1.2

  • Fixed: lumberjacks losing what they carried when the game was closed or you left the area.

0.1.1

  • Fixed: lumberjacks forgetting their camp after restarting the game. They stood still, then went home. Chest assignments were lost the same way.
  • Status text now shows proper item names.
  • Lumberjacks hold their tools the right way round.
  • Lumberjacks keep seeds and cones for replanting, so stumps actually get replanted.
  • Two lumberjacks no longer head for the same tree or the same pile of wood.
  • Monsters and lumberjacks now ignore each other.
  • Everything is done from the camp. Pressing E on a lumberjack does nothing.
  • Lumberjacks carry 2 stacks by default. Seeds don't count.
  • New: FreeReplant. Replant without needing or using up a seed.

0.1.0

  • First release: a Lumber Camp that hires Dvergr lumberjacks to fell trees, split logs, clear stumps, replant and store the wood in your chests.