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VikingColonies

A MineColonies-style colony for Valheim. Found a Town Hall, welcome settlers, house them in Longhouses and give them jobs. They build your village piece by piece, fell and replant trees, farm, forage, eat, sleep, shelter from raids and mend what monsters break — on their own, while you go adventuring.

Install it on the server and on every player's game (your mod manager adds Jötunn). Works with Valheim 1.0.20, checked 18 October 2026.

At a glance

  • Found a colony with a Town Hall; settlers move in, get homes and jobs.
  • They build huts piece by piece, chop and replant, farm, forage and mend, on their own.
  • Every hut is a Viking building made for its trade, growing through five levels, from thatch to grausten.
  • Guards and archers in Watchtowers defend the colony; the alarm calls everyone in.
  • The colony grows with your journey: the Forsaken's trophies raise the Town Hall, level 1 to 5, and its camp grows from a fire pit to a bonfire where the colony gathers.
  • Settlers eat, sleep, chat and have moods; it all works in multiplayer.

What you get

  • Town Hall — founds the colony; four settlers arrive. Its window (Shift+E) has five tabs: Citizens (everyone, their job and what they're doing, with Recall), the Saga (who came, who died, what got built), Work orders (every building and repair, what it waits for, Do first / Set aside, and what the colony still needs), Keep in stock and the Hall.
  • Town Hall levels — the colony grows with your journey: hang the Forsaken's trophies on item stands by the Town Hall (they aren't used up) and raise it a level for a wider colony, room for more settlers and the next age of huts, from level 1 to 5 (Eikthyr, then The Elder and Bonemass, Moder and Yagluth, the Queen).
  • The Town Hall camp — the builder puts up a camp round the hall's chest that grows with its level: a fire pit and a lean-to, then sitting logs, a maypole and trophy racks, a bonfire and a chieftain's seat, lanterns. The colony gathers at its fire in the evening, and trophies on its racks count for raising the hall.
  • The huts — each a Viking building made for its trade, at every level: a workshop with a covered yard, a log house and woodshed, a forager's porch, a barn and fenced yard, a longhouse round its hearth, a watchtower with a ballista. They look their age as they grow (thatch and logs, a stone plinth, darkwood shingles, grausten) and are built from what that age gives, never from a trader's wares.
  • Keep in stock — on every hut too: the items its chest keeps. Other settlers leave them, settlers with free time carry over what's missing, and a worker whose chest is full takes the load to another chest.
  • Builder's Hut — a builder clears and flattens each new hut's site and puts up its building from real hammer pieces, fetching materials and tools from the colony's chests. With nothing to build, the builder mends damaged buildings and puts back pieces a troll or a fire broke. Hand over gives the builder what an order needs from your bag; Take down has them take a hut down.
  • Lumberjack's Hut — a lumberjack fells the tree kinds you tick (leaving trees by your buildings standing), gathers the wood, replants the kinds you tick and rests when the colony has enough wood. Every worker learns a skill and works faster with it.
  • Farm — a farmer works the fields you mark with field markers, each with its own crop and size (one per Farm level, as in MineColonies), and grows the crops you tick from the seeds in its chest, then harvests them: the colony's steady food. With PlantEverything the farmer plants berry bushes and mushrooms too, for their price.
  • Forager's Hut — a forager brings home wild berries, mushrooms and herbs that grow back (never your crops).
  • Watchtower — guards (warriors or archers, up to three) keep watch or hold a post, fight monsters near the colony with the best weapons and armour in its chest, answer calls for help, gather at the Town Hall's alarm and keep its ballistas loaded; the colony's border grows by the tower.
  • Longhouse — beds: each one a settler's home. With a free bed and food in the Town Hall a newcomer arrives each day.
  • Free time — settlers with nothing to do sit on your benches and chairs, gather round a fire, chat in pairs and stroll; they greet you by name and make small talk about the colony (a death, the weather, a newcomer, their job).
  • Mood — a home, a cosy bed, varied meals and an evening fire make settlers content and quicker; hunger, no home or a death make them unhappy and slower. Each says why (hover, or the Town Hall), and nobody joins an unhappy colony.
  • Who they are — newcomers walk in from the edge of the colony, where nobody is looking; each settler is good at a trade, has a trait and a past, and dresses for the work. The Town Hall shows when an out-of-sight settler was last seen.
  • The day — breakfast at the table, an evening round the colony's fire, sleeping in their own beds, and fires kept fed from the colony's wood.
  • Daily life — a meal a day from the colony's chests (a hungry settler works slower); indoors at night and in raids with the door shut; a cairn with their things where a settler dies; the colony survives losing its Town Hall for a few days.
  • Hut levels 1–5, following Valheim's eras (as high as the Town Hall's level): bigger work areas, better tools and bigger chests. With the game's devcommands on, vc_blueprint save makes your own building a hut's design.
  • Help as you play — with the game's tutorials on, Hugin the raven explains each step the first time; and a settler who needs you says so above their head ("Needs 12 Wood", "Hungry").

Getting started

  1. Build a workbench, then a Town Hall (20 Wood, 10 Stone) from the hammer's Misc tab. Four settlers arrive. Its chest is the colony's store: keep food in it.
  2. Build a Builder's Hut inside the colony's rings. Give the builder Wood, some Stone, a flint axe, an antler pickaxe and a hoe in a colony chest (the builder works with copies; your tools stay).
  3. Place a Lumberjack's Hut, a Forager's Hut or a Farm: the builder puts it up, then a settler starts work there. A Longhouse's beds become your settlers' homes.
  4. Shift+E on any colony building shows what it does and what it needs.
  5. After Eikthyr, raise the Town Hall in its Hall tab (a Forsaken your world has beaten counts; else hang its trophy on an item stand by the hall): huts can then go to level 2. Each later level opens the next age.

Multiplayer

Everyone on a server needs the mod and Jötunn; the server must not use crossplay. Works on dedicated servers. A colony is managed by the player who built its Town Hall and the friends they put on a ward (Guard stone) covering the huts. Settlers only work while someone is near them, as everything in Valheim.

Settings

Every number (costs, work areas, carry sizes, hunger, newcomers…) is in the config file BepInEx/config/daalmyte.vikingcolonies.cfg, or in-game with a configuration manager. Server settings are synced to players, building costs included (a changed cost counts at once).

Works with other mods

Tested together with PlantEverything, PlantEasily, Seasonality, PlanBuild, EpicLoot and Monstrum (with Warfare): the whole self-test passes with them installed, with no errors. Trees and bushes that PlantEverything makes plantable are cleared from a building site like any wild plant. Crops a mod adds to the Cultivator show up on a Farm's What to grow list, and PlantEverything's berry bushes, mushrooms, thistle and dandelions are on it too (unticked until you tick them).

Discord

discord.gg/yCzDUPQA3D: chat, quick help, ideas and pictures of your colonies.

Bugs, feedback and the player guide

github.com/DaAlmyte/VikingColonies-issues: report a bug, share feedback or an idea, and read the full player guide (every building, job and setting).

To report a bug, press Report a problem in the Town Hall's window: it opens the bug form with the versions filled in and copies the bug report, so you paste it into the form and say what happened (nothing is sent until you press Submit). Away from a Town Hall, stand near the settler or building with the trouble, open the console (F5; it needs the -console launch option) and type vc_bugreport form (no cheats needed) for the same; vc_bugreport only writes BepInEx/VikingColonies-bugreport.txt in your mod manager profile, to attach with BepInEx/LogOutput.log.

Before you remove the mod

Without VikingColonies, the Town Hall's and huts' chests (and what's in them), the settlers and their cairns disappear from your world; they come back if you install it again. To keep those items for good, take them out of the colony's chests first. The buildings the builder put up are ordinary Valheim pieces and stay.

Requirements

Changes

See the changelog tab.

Licence

MIT: free to use, change and share, with credit.

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