PackBeasts
Saddlebags for mounts, a riding handle to ride any tamed creature, a leash to lead or tie up any creature, tie-up rings with real ropes, and elemental stones that give a tame a star and an element.PackBeasts
Make every tame pull its weight: ride anything you tame, load your mounts with saddlebags, and lead, tie up or fence in any creature with real ropes.
At a glance
- Ride any tamed creature, from boars and wolves to trolls (seated on the troll's head), with all of its attacks on the mouse and number keys.
- Take flying tames into the sky: climb, dive at up to 30 m/s, land and take off again.
- Saddlebags on every saddled mount: a 4×2 chest on your lox, asksvin or moose that opens even mid-ride.
- A leash for any creature, wild ones too: lead several at once, tie them to a post, or drag carts, logs and chests behind you.
- Tie-up rings with real rope physics: string ropes up to 30 m between rings to fence a pen, or hang lanterns and signs from them.
- Smarter tames: a passive switch, healers that actually heal, taming that goes on while you're away, and tames that turn on wild ones of their own kind.
- Elemental stones: a rare drop (0.5%) that gives a tame an extra star, up to 10, and Fire, Frost, Lightning, Poison or Spirit damage on every attack.
Needs Jotunn. Everyone on the server needs PackBeasts, on the same 1.7.x version.
Features
Saddlebags
- A chest on every mount. For a saddled lox, asksvin, moose, OdinHorse's horse, or any creature a mod lets you saddle. A leather bag hangs on each side of the saddle, and the bags open as a 4×2 chest, also while riding.
- More creatures. Tamed creatures that can't wear a saddle can be added in the settings.
- Nothing is lost. Bags that hold items can't be taken off, and neither can the saddle. When the animal dies, the bags and their contents drop on the ground.
- Your look. Size, position and angle of the bags, for all animals and per animal.
Ride any tame
- Riding handle. A small leather grip that works like a saddle on any tamed creature that can't wear one: boars, wolves, bears, trolls, and anything a taming mod lets you tame. Seat and riding pose are fitted to each creature's model; one without a ready fit (a seal, creatures from other mods) gets a seat in the middle of its back, sized to the creature. No saddlebags hang on a handle.
- Sit on a troll's head. You ride on top of its head and move with it through every step and attack, staying upright and facing where it faces. A calmer camera keeps the view from swaying. You get on at its back.
- Hold
Eto ride. HoldEwhile looking anywhere at a saddled or handled creature to get on; a short press commands or pets it as usual. - Seals. A seal a taming mod lets you tame (LetMeTameYou, for one) can be ridden on land and out at sea. Creatures at home in water don't tire or drown while ridden, and keep your seat just above the water.
- Use things from the saddle. Doors, chests, berries, items on the ground and workbenches.
- Trolls pick up logs. Ride a troll to a felled trunk and press
E: it fights with the log and keeps it, also in a pal stone.
Fight and steer
- All its attacks. Left click for quick attacks, right click for heavy ones, a different one each press: a troll punches, slams the ground and throws stones. A mount with three abilities or fewer has them all on left, right and middle click, so a dvergr support mage's bolt, heal and shield are one click each.
- Every ability on a number key.
1to9and0: attacks, then spells for friends (a heal goes to whoever is under the crosshair, or to you), then roars and calls. Unused numbers stay on your hotbar, and key hints at the bottom right list every key. - Aim and move. Shots fly towards the crosshair. Jump makes the mount jump,
AandDmove it sideways andSbacks it up. - Hold forward to move. The mount moves while you hold forward and rolls gently to a stop when you let go;
Sstops it at once. The game's auto-run key (Qby default) keeps it going hands-free. - Smooth handling. Mounts ease up to speed over about half a second, keep moving through turns and slow down in sharp ones. You stay exactly on your seat every frame, so riding doesn't jitter, fast flying included.
- Mount stamina. Running uses 3% a second (about 33 seconds from full), a quick attack 6%, a heavy one 12%, a jump 4%; riding skill lowers it, down to half. It refills from empty in 15 seconds of rest, twice that when the mount is hungry.
- Mount speed. The host can make ridden creatures faster or slower, all of them or per kind, and each star adds 10%. Holding run, any ridden creature runs at least 5 m/s on land, so slow ones keep up.
- Speedometer. Small text above the game's bars shows your speed (km/h, m/s or both); on a flyer also how fast it climbs or dives and how high it is.
Fly
- Climb and dive. Hold jump to climb and crouch to dive, nose down, over mountains or into caves. Flying ahead reaches 25 m/s and a dive 30 m/s; near the ground it slows and pulls out of the dive, and a creature that also walks lands and takes off again.
- Folded wings. In a dive it folds its wings in like a diving bird (on your screen).
- Level camera. In the air the camera stays upright instead of leaning and tipping with the creature. You still look wherever the mouse points.
- Zoom out on big mounts. While riding you can scroll the camera out far enough to see all of a big creature, such as a dragon.
- Steady back seat. On a creature's back you move with its back exactly, so you never sink into it or float off it, and the camera takes out the bobbing of wing beats and steps.
Get off
- It waits for you. A ridden mount stands still when you stop steering and walks around only after 30 seconds.
Hmakes it wait as long as you like. - It follows you. When you get off, the mount stays put a moment and then follows you;
Emakes it stay, also on a lox. Big creatures keep a distance that fits their size. - A safe dismount. Getting off a fast mount, a flyer above all, you keep your running speed plus a quarter of its speed and are never thrown upwards. Off a lox you keep its speed along the ground, as in the game.
Leash
- Lead any creature. Tamed or wild (not bosses), several at once, on a 3 m rope. It comes along through portals and is brought to you if it falls more than 40 m behind.
- Tie it up. To a post, a fence, any building piece or a peg in the ground. It roams within 5 m and stays within its rope instead of pulling against it.
- Wild ones stay calm, but resist. A leashed wild creature doesn't attack or flee unless hit, and doesn't vanish at daybreak. It hangs back and has to be dragged, which costs stamina while the rope is tight; run out and it breaks free. It doesn't tame while on a leash.
- A rope that holds. Tied to the creature's neck, it holds in every direction, never stretches, and never pulls a creature through a wall or the ground.
- Flyers on a rope. A flying creature on a leash drifts within its rope's reach, bobs a little and turns now and then.
- Hanging. A creature tied higher up than its rope reaches hangs from its neck as a ragdoll, swinging on its rope, with what it holds dangling from its hands. The ragdoll is solid: it bumps into players and other ragdolls, hits on it land on the creature, and looking at it counts as looking at the creature.
- Tied means tied. A tied creature can't be ridden and won't follow anyone. If you die, log out or travel far without a portal, the creatures you lead are tied to a peg where they stand. Ties are kept when the world loads again. A dead creature drops its leash; one whose post or ring is torn down stays tied to a peg below.
- Drag things. With a Leash in your inventory, press
Ton a dropped item, a cart, a log, a boat or a building piece up to 4 m (a chest, a lantern, a workbench) and drag it behind you on a 2.5 m rope, tied on where you aim. It moves with real physics: it swings, slides, tips over and falls off edges. A piece settles where you let go and is a building piece again (a chest keeps its contents). One thing per Leash you carry; holdCtrla moment to let go of everything.
Tie-up rings and ropes
- Tie-up ring. Built with the hammer on a post, a beam, a wall, a roof or the ground; it fits itself to what it's built on.
- Its own rope length. 0.5 to 30 m for creatures tied to the ring. Built high with a short rope, they hang from it.
- Ropes between rings. Up to 4 ropes from each ring, to rings up to 30 m away or hanging free.
Eon a rope sets its own length. - Rope physics. Ropes sag, sway in the wind, drape over beams, walls and rocks, and swing when someone walks into them. Leash ropes do the same, and no rope can be strung through a wall.
- Fences. A rope between two rings stops creatures and players (a low one can be jumped), so rings and ropes make a pen.
- Tie creatures to a rope. At the end of a hanging rope, or at the spot you look at on a rope between rings.
- Hang things from a rope. With a rope taken from a ring,
Shift + Eties an item, a cart, a log or a building piece (a lantern, a brazier, a sign, a chest) to its end. Loose things hang and swing; pieces hang still below the ring, held up by the rope, or stand on the ground under it. Tips by the crosshair say what your keys do. - Wards. Only players a ward allows can change a ring or its ropes.
Tamed creatures
- Safe around your base. Tamed creatures take no damage from anything players built (stake walls, traps, fires, turrets, carts), and their attacks, spells and stomps never damage your builds.
- They take on their own kind. In the game, your tamed wolves stand by while wild wolves attack you. Here a tame treats wild ones of its own kind as enemies, like any other wild monster, and the wild ones fight back. Never two tames, young ones, a wild one you are taming, or one on a leash or tied up.
- Passive switch.
Ctrl + Emakes a tame passive: it never starts a fight, ignores enemies (also ones attacking you), and only fights back against what attacks it. - Healers heal. A tamed creature with a healing spell, such as a dvergr support mage, heals hurt players, tame animals and itself, the most hurt first, in a fight or not.
- Taming while away. A creature more than about 150 m from every player isn't loaded, so its taming stops. When it loads again, the time it stayed fed counts, and it eats food left within its reach each time it got hungry. Time the game is closed doesn't count.
- Food in sight. A hungry creature you're taming, or a tame one, eats food it can see where the game finds no path to it, as in caves dug with Hearth Below and in deep pits.
- Pal stones. With Portable Pals, a pal stone keeps a creature's saddlebags and element, a troll's log and passive mode; a released creature stays calm for 15 seconds and follows you.
Elemental stones
- Five stones. Fire, Frost, Lightning, Poison and Spirit. Any creature that dies has a 0.5% chance to drop one, bosses too; players, summoned creatures and tames don't. The kind is random, or the host can make each biome give its own element.
- A star and an element. Look at a tame and use a stone from your hotbar: it gains a star, up to 10 stars, and the stone's element. A small message says what it has become, for example Troll is now 4 stars and Fire. A star from a stone is a real star: more health and harder hits. At 10 stars, a stone of another element only changes the element.
- Works on any tame. Nothing in the game or the taming mods records who tamed a creature, so a stone works on every tamed creature, whoever tamed it (not on summoned ones).
- What the element does. Every attack, also while you ride it, adds 5 of its element's damage per star: 50 at 10 stars. Fire, poison and spirit hurt over a few seconds; frost hits at once and slows. Most living creatures are immune to spirit, so it mostly hurts the undead. The creature takes half damage from its own element (a quarter from 6 stars) and glows in its element's colour for everyone.
- One element at a time. A stone of another element replaces the old one. The element stays through restarts, pal stones and growing up, and shows in the hover text.
- High stars look right. The game only has looks for one and two stars; a creature with more keeps the two-star look instead of looking starless.
How to use
- Craft Saddlebags, a Riding handle or a Leash at a workbench.
- Tame a creature and saddle it, or use a Riding handle on it from your hotbar.
- Use the Saddlebags from your hotbar on the saddled mount, as you would a saddle. Its hover text then shows
[G] Saddlebagsand the item count. - Hold
Eon the creature to ride, and hold forward to move it. Crouch, orEwhile looking at nothing, gets you off. - To lead a creature, use a Leash on it. Look at a post or building piece within 5 m, a Tie-up ring within 8 m, or the ground, and press
Tto tie up every creature you lead. - To drag a thing, carry a Leash, look at it and press
T. HoldCtrlto let go. - To give a tamed creature a star and an element, look at it and use an elemental stone from your hotbar.
| Key | Action |
|---|---|
G |
Open the saddlebags of the animal you look at or ride |
Shift + G |
Take empty saddlebags off |
Hold E |
Get on a creature with a saddle or riding handle |
Shift + E on the handle |
Take the riding handle off |
| Left / right click | While riding: quick / heavy attack (middle mouse also heavy) |
| Left / right / middle click | While riding a mount with three abilities or fewer (or exactly three attacks): one each, as the key hints show |
1 to 9, 0 |
While riding: the mount's abilities |
| Jump / Crouch | While riding: jump / get off. On a flying mount: climb / descend |
Auto-run (Q by default) |
While riding: auto-run on or off (the mount keeps going where you look) |
H |
While riding: make the mount wait, or let it walk around |
E on a log |
While riding a troll: pick up the log |
T |
Leash: put on, tie up, lead again, take off; on a thing: drag it, or let go |
Hold Ctrl |
Let go of everything you drag |
Ctrl + E |
Switch a tamed creature between fighting and passive |
E on a ring |
Set the ring's rope length |
Shift + E on a ring |
Take a rope; on another ring, tie it; on nothing, let it hang; on the first ring, put it back |
Shift + E on an item or piece, carrying a rope |
Tie it to the rope's end |
E on a rope |
Set its length |
Shift + E on a rope |
Take the rope down |
Building pieces and items
| Item or piece | Made at | Default recipe |
|---|---|---|
| Saddlebags | Workbench | 8 Leather scraps, 4 Deer hide, 10 Bronze nails |
| Riding handle | Workbench | 4 Leather scraps, 2 Deer hide |
| Leash | Workbench | 4 Leather scraps |
| Tie-up ring | Hammer, Misc tab, near a workbench | 1 Copper |
| Fire, Frost, Lightning, Poison and Spirit stone | Not made: dropped by dying creatures (0.5%) | - |
Ropes cost nothing. The Saddlebags recipe appears once you have had bronze nails.
Configuration
Settings are in BepInEx/config/anwo.PackBeasts.cfg and can be changed in game with a configuration manager. Look and handle settings apply right away. Creature lists and recipes use prefab names (as in the game's files); recipes are Item:Amount pairs.
1 - General
| Setting | Default | Scope | Description |
|---|---|---|---|
| Creatures | Rideable, Lox, Asksvin, Moose, Moose_spiritcaller, rae_OdinHorse |
All players | Creatures that can carry bags; Rideable = every creature that can wear a saddle. Restart needed. Every player should use the same value |
| Bags must be crafted | true |
Server | Off: every listed animal has bags without crafting |
| Saddlebags recipe | LeatherScraps:8,DeerHide:4,BronzeNails:10 |
Server | Cost of the Saddlebags |
| Require saddle | true |
All players | Animals that can wear a saddle only carry bags while saddled. Every player should use the same value |
| Open key | G |
Client | Opens the bags you look at or ride |
| Take off key | G + LeftShift |
Client | Takes empty bags off |
| Keep bags in pal stones | true |
Client | Adds the bags to Portable Pals' Mod ZDOs setting. Off: pal stones lose bags and items |
| Keep log and passive in pal stones | true |
Client | With Portable Pals: a creature keeps the log it carries and its passive mode in a pal stone, also when someone else lets it out. Needs a restart |
| Name frozen bodies in the log | true |
Client | Diagnostics: when the log fills with Unity's warnings about frozen (kinematic) bodies, names the bodies and code involved, a few times a session. Off: nothing is watched |
2 - Bags
| Setting | Default | Scope | Description |
|---|---|---|---|
| Columns | 4 |
All players | Bag width (2-8). Restart needed. Every player should use the same value |
| Rows | 2 |
All players | Bag height (1-6). Restart needed. Every player should use the same value |
| Name | Saddlebags |
Client | Title of the bag window (after a restart) and hover text |
| Window close distance | 10 |
Client | The window closes beyond this distance, in m (4-30) |
3 - Look
| Setting | Default | Scope | Description |
|---|---|---|---|
| Show bags on the animal | true |
Client | A leather bag on each side of the saddle |
| Bag offset sideways | 0 |
Client | Out (+) or in (-), in m (-3 to 3) |
| Bag offset up | 0 |
Client | Up or down, in m |
| Bag offset back | 0 |
Client | Towards the tail (+) or head (-), in m |
| Bag size | 1 |
Client | 0.2-5; 1 = sized from the saddle |
| Bag tilt | 0 |
Client | Degrees (-90 to 90): + swings the bottoms out |
| Bag turn | 0 |
Client | Degrees: + swings the front ends out |
| Bag tip | 0 |
Client | Degrees: + lowers the front ends |
4 - Bag look per animal
Seven settings, on top of 3 - Look, for each of Lox, Asksvin, Moose, Moose_spiritcaller, rae_OdinHorse and any other name in Creatures (for example Lox size).
| Setting | Default | Scope | Description |
|---|---|---|---|
| Animal size | 2 Lox and rae_OdinHorse, 2.6 Moose and Moose_spiritcaller, 1.8 Asksvin, 1 others |
Client | Times Bag size |
| Animal out | -0.2 Lox, -0.08 Moose and Moose_spiritcaller, -0.05 Asksvin and rae_OdinHorse, 0 others |
Client | Out (+) or in (-), in m |
| Animal up, back | 0 |
Client | In m |
| Animal tilt, turn, tip | 0 |
Client | Degrees |
5 - Riding handle
| Setting | Default | Scope | Description |
|---|---|---|---|
| Riding handles | true |
Server | Off: handles can't be made or put on; ones on creatures keep working |
| Handle recipe | LeatherScraps:4,DeerHide:2 |
Server | Cost of the Riding handle |
| Handle spot | Back |
Server | Back, Shoulders or Head; on upright creatures, Back means the shoulders |
| Spot per creature | (empty) | Server | For example Troll:Head, Wolf:Shoulders |
| Default spot per creature | Troll:Head, TrollFrost:Head |
Server | Spots for creatures Spot per creature doesn't name; Troll counts for Troll_Summoned too. You get on a troll at its back. TrollFrost is untested in game |
| Steady seat | true |
Client | On a head seat you stay on top of the head every frame, upright and facing where the body faces. Head seats only. Off: you follow the head, smoothed |
| Steady seat on the back | true |
Client | On a back or shoulders you move with the back exactly and the camera takes out the bobbing (Steady camera on a head); a back seat on a neck goes behind it, between a dragon's wings. Off: it follows the bone, smoothed side to side |
| Steady camera on a head | 1.5 |
Client | With Steady seat or Steady seat on the back: how slowly the camera follows your seat on a head or back, in seconds (0-3), so it doesn't sway or bob with every step or wing beat. 0: it follows exactly |
| Rider pose | Auto |
Server | Auto picks by the creature's width; or Lox, Moose, Asksvin everywhere |
| Seat height | 0 |
Server | Rider up or down, in m (-1 to 1) |
| Seat forward | 0 |
Server | Rider towards the head (+) or tail (-), in m (-1 to 1) |
| Handle size | 1 |
Client | Size of the grip (0.3-3) |
| Show handle | true |
Client | Off: no grip shows; riding works the same |
| Hold the handle | true |
Client | Riders hold the grip and put away what they hold |
| Whole body fit | true |
Server | Creatures without a ready fit (a seal, creatures from other mods, LetMeTameYou's young) get the seat in the middle of the back, with pose and grip sized to the creature |
6 - Riding
| Setting | Default | Scope | Description |
|---|---|---|---|
| Jump and attack | true |
Client | Off: jumping, attacking or dodging gets you off, as in the game |
| Use things while riding | true |
Client | Off: nothing can be used while riding |
| Attack stamina | 6 |
Server | Quick attack cost, % of the mount's stamina (0-100) |
| Heavy attack stamina | 12 |
Server | Heavy attack cost, % (0-100) |
| Jump stamina | 4 |
Server | Jump cost, % (0-100) |
| Three attacks on the mouse | true |
Server | A mount with three abilities or fewer has them on left, right and middle click; one with more but exactly three attacks has those there. Off: quick and heavy attacks take turns |
| Right click turns the mount | false |
Client | Holding right click also turns the mount towards where you look, as in the game. Off: right click only attacks |
| Standing mounts keep their facing | true |
Server | A mount you sit on without steering turns only when you steer or attack. Off: as in the game |
| Wander after | 30 |
Server | Seconds a ridden mount stands still before it walks around (0 = at once) |
| Smooth turns | true |
Server | A mount you steer keeps moving through a turn, slower in sharp ones. Off: it stops to turn on the spot, as in the game |
| Mount speed | 1 |
Server | Every ridden creature's walking, running, swimming and flying speed, times this (0.1-10). Only while ridden. 1: as in the game |
| Mount speeds per creature | (empty) | Server | Own multiples per creature instead of Mount speed, for example Seal=1.5, Lox=1.2, Wolf=0.8 (prefab names; variants count too) |
| Speed per star | 10 |
Server | % faster per star for a ridden creature, on top of the above (0-100). 0: stars don't count, as in the game |
| Least running speed | 5 |
Server | Holding run, a ridden creature runs at least this fast, in m/s (0-20); in water only creatures at home in water. 0: no least speed |
| Riding acceleration | 0.6 |
Server | Least seconds a ridden creature takes from standing to full speed forward or back, and a flyer up or down (0-5). 0: as quick as the creature itself |
| Sideways acceleration | 0.9 |
Server | The same for sideways movement (A and D), also while going forward (0-5) |
| Riding deceleration | 0.6 |
Server | With Hold forward to move: least seconds a ridden creature takes to roll to a stop when you let go of forward (0-5). S stops it at once |
| Water creatures swim freely | true |
Server | A ridden creature at home in water (a seal) uses no stamina swimming and never drowns. Others tire and drown as in the game |
| Keep riders above water | true |
Server | A ridden creature at home in water swims up to 0.3 m higher, so your seat stays just above the surface. Off: as deep as in the game |
| True slope for resized creatures | true |
Server | A creature drawn bigger than its model (a seal) only slides on ground that is really too steep. Off: as in the game |
| No turning on the spot when wandering | true |
Server | A mount walking around on its own with you on it turns only to walk somewhere or to fight. Off: as its AI likes |
| Wait key | H |
Client | Makes the mount wait until pressed again |
| Fly up and down | true |
Client | Off: a flying mount keeps its height |
| Climb speed | 3 |
Client | The fastest a flying mount climbs, times its flying speed (1-10), up to 36 m/s, within Climb share of fly speed. 1: its own speed |
| Dive speed | 6 |
Client | How fast a flying mount dives, times its flying speed (1-10), up to 36 m/s; it slows near the ground. 1: as fast as it flies ahead |
| Dive tilt | 40 |
Client | Degrees a flying mount tips its nose down in a dive (half that up in a climb). 0: as in the game |
| Fly speed | 2.5 |
Client | How fast a flying mount flies ahead while you steer, times its flying speed (1-10), up to Top fly speed; its own speed close to the ground, the full multiple from 6 m up. 1: its own speed |
| Top fly speed | 30 |
Client | The fastest a flying mount flies ahead, in m/s (5-36), unless its own speed is faster |
| Climb share of fly speed | 80 |
Client | A flying mount climbs at most this % of its forward speed (0-100), never slower than in the game. 0: by Climb speed alone |
| Fold wings in a dive | true |
Client | A diving flyer folds its wings in, more the steeper it dives. Only on your screen. Needs Dive tilt above 0 |
| Wing fold | 100 |
Client | How far the wings fold at the full Dive tilt, in % (0-100) |
| Smooth riding | true |
Client | Keeps you on your seat every frame, the camera where you aim it and the mount moving smoothly. Off: as in the game |
| Level camera on flying mounts | true |
Client | On a flying mount in the air, the camera stays upright. Off: it leans and tips with the creature, as in the game |
| Camera distance while riding | Auto |
Client | How far out you can zoom while riding. Auto: about 2.5 times the creature's height, at least the game's most, at most the ships' most (or 30 m). A number: that many metres. 0: as in the game |
| Follow when you get off | true |
Client | Off: the mount stays where you left it |
| No speed boost when you get off | true |
Client | Getting off, you keep at most your running speed plus Speed kept from the mount, never upwards. Off: you keep its whole speed until you land, as in the game |
| Speed kept from the mount | 25 |
Client | % of a moving mount's speed you keep on top of your running speed (0-100). Off a mount about as fast as you (a lox) you keep its whole speed |
| No speed boost from flyer bumps | true |
Client | A flyer going faster than it can on its own pushes you, or carries you if you stand on it, at most at its own flying speed. Knockback from hits stays as in the game |
| Full WASD movement | true |
Client | Off: A and D do nothing and S only stops |
| Hold forward to move | true |
Client | A ridden mount moves only while you hold forward and rolls to a stop when you let go; auto-run (Q by default) keeps it going. Off: one press keeps it going, as in the game |
| Aim with the crosshair | true |
Client | Off: shots fly straight ahead, level |
| Ability keys | true |
Client | Number keys use the mount's abilities. Needs Jump and attack |
| Write the attack list | false |
Client | Writes every creature's attacks to BepInEx/config/anwo.PackBeasts.attacks.txt at start-up |
| Key hints | true |
Client | Riding keys at the bottom right (not with a gamepad). Needs Jump and attack |
| Stamina refill time | 15 |
Server | Seconds from empty to full at rest, fed (0 = the game's own) |
| Running stamina | 3 |
Server | % per second running or swimming (0-50; 0 = the game's own) |
| Trolls pick up logs | true |
Server | A ridden troll picks up a fallen log with E |
| Hold E to ride | true |
Client | Off: only the saddle or handle gets you on |
| Speedometer | true |
Client | Shows your speed while you ride; on a flyer also climb or dive speed and height. Hidden with the HUD, in menus and on the big map |
| Speedometer units | KmPerHour |
Client | KmPerHour, MetresPerSecond or Both |
| Speedometer position | BottomCentre |
Client | BottomCentre (above the game's bars), TopCentre or BottomLeft |
| Speedometer offset right | 0 |
Client | Moves it right (+) or left (-), in about pixels at 1080p (-1500 to 1500) |
| Speedometer offset up | 0 |
Client | Moves it up (+) or down (-) (-1000 to 1000) |
| Speedometer text size | 18 |
Client | 10-48 |
| Speedometer background | true |
Client | A faint dark box behind the text |
| Speedometer shows stamina | false |
Client | Also the mount's stamina, in % |
7 - Leash
| Setting | Default | Scope | Description |
|---|---|---|---|
| Leashes | true |
Server | Off: no new leashes can be made |
| Leash recipe | LeatherScraps:4 |
Server | Cost of the Leash |
| Lead length | 3 |
Server | Rope from your hand to a led creature, in m (1.5-15) |
| Tie length | 5 |
Server | Rope of a tied creature, in m (1.5-30); also a ring's length until set |
| Leash key | T |
Client | Puts on, ties up, leads and takes off leashes |
| Show the rope | true |
Client | Off: nothing is drawn; leashes work the same |
| Leash wild creatures | true |
Server | Off: only tamed creatures |
| Wild ones stay calm | true |
Server | Off: a leashed wild creature stays wild |
| Wild ones pull | true |
Server | A wild creature you lead has to be dragged, costing stamina; it breaks free when you run out. Off: it follows like a tame one |
| Wild pull stamina | 5 |
Server | Stamina per second while dragging a wild creature (0-50; 0 = free, never breaks free) |
| No taming on a leash | true |
Server | A wild creature doesn't tame while leashed. Off: it does |
| Rope holds up and down | true |
Server | Off: measured across the ground only, pulled back at walking pace |
| Rope thickness | 0.06 |
Client | In m (0.01-0.2) |
| Rope never stretches | true |
Server | Off: a stuck creature stays stuck and the rope stretches |
| Drag things | true |
Server | T on an item, cart, log or boat (carrying a Leash) drags it behind you. Off: leashes only go on creatures |
| Drag building pieces | true |
Server | Building pieces up to 4 m can be dragged too, where a ward allows. Off: they can't |
| Drag length | 2.5 |
Server | Rope from your hand to a dragged thing, in m (1-10) |
| Dragged pieces tumble | true |
Server | A dragged building piece moves with real physics and lies as it lands. Off: it slides upright |
| Rope where you aim | true |
Server | The drag rope ties on at the spot you look at and pulls the thing by it (a log by its end). Off: always on top, over its middle |
| Let go key | LeftControl |
Client | Hold it a moment to let go of everything you drag. None: only T lets go |
| Hanging creatures hang still | true |
Server | Off: a hanging creature keeps walking in the air |
| Ragdoll when hanging | true |
Client | At most 10 near you. Off: they hang limp |
| Ragdoll for every creature | true |
Client | Creatures without a ragdoll of their own (skeletons, blobs...) get one built from their skeleton. Off: they hang limp |
| Held gear hangs down | true |
Client | What a hanging creature holds (sword, shield, bow, torch) hangs down from its hand and swings. Off: held out as it was |
| Steady name tag when hanging | true |
Client | The name and health bar stay steady over a hanging creature (over the ragdoll's head). Off: as over any other creature |
| Ragdolls bump into characters | true |
Client | Players, mounts and creatures bump into a hanging ragdoll and push it aside instead of walking through it |
| Ragdolls bump into each other | true |
Client | Hanging ragdolls knock against each other and against the ragdolls of creatures that just died. Off: they pass through each other |
| Ragdolls lie still | true |
Client | A ragdoll lying on the ground or leaning on a wall comes to rest instead of shaking |
| Hits land on hanging ragdolls | true |
Server | Weapons, arrows, spells, fire and stake walls that touch the ragdoll hurt the creature, under the game's usual rules. Off: only hits where its hidden body hangs count |
| Interact with hanging ragdolls | true |
Client | Looking at a hanging ragdoll counts as looking at the creature (name, hover text, Use, Leash key). Off: only the spot where its hidden body hangs counts |
| Led creatures stay on the ground | true |
Server | Off: a led creature can hang from your hand |
| Flyers move on the rope | true |
Server | A flying creature on a leash drifts slowly within about 60% of its rope, bobs a little and turns now and then. Off: it hovers still |
| Tied creatures stay within the rope | true |
Server | A tied creature walks only within its rope's reach instead of pulling against it, and still eats food it can reach. Needs Rope holds up and down. Off: it pulls against the rope |
8 - Tamed creatures
| Setting | Default | Scope | Description |
|---|---|---|---|
| Tamed healers heal | true |
Server | Off: as in the game |
| Heal below | 90 |
Server | Health % under which healers heal (1-100) |
| Walk over to heal | true |
Server | Off: a healer only heals within its reach |
| Taming goes on while away | true |
Server | Off: as in the game |
| Eat while away | true |
Server | Off: only the time it stayed fed counts |
| Eat food in sight | true |
Server | Hungry creatures that can be tamed eat food they can see where the game's paths don't reach (dug caves, pits). Off: as in the game |
| Passive switch | true |
Server | Off: nobody can switch; all tamed creatures fight |
| Passive key | E + LeftControl |
Client | Switches the creature you look at |
| Calm when released | 15 |
Server | Seconds a creature from a pal stone ignores enemies (0-600) |
| Follow when released | true |
Client | Off: it stays where it lands |
| Builds never hurt tamed creatures | true |
Server | No damage from stakes, traps, fires, turrets, catapults or carts that players built. Off: as in the game |
| Tamed creatures never damage builds | true |
Server | Their attacks, spells, stomps and shots don't damage anything players built. Off: as in the game |
| Big followers keep their distance | true |
Server | A big tamed follower stops further away the bigger it is, and waits a moment after you get off. Off: it stops 3 m away, as in the game |
| Fight wild ones of their own kind | true |
Server | A tame and a wild creature of its own kind are enemies, both ways. Never two tames, young ones, a wild one being tamed, or one on a leash or tied up. Off: as in the game |
9 - Tie-up rings and ropes
| Setting | Default | Scope | Description |
|---|---|---|---|
| Tie-up rings | true |
Server | Off: rings can't be built; built ones keep working |
| Tie-up ring recipe | Copper:1 |
Server | Cost of a ring |
| Ropes between rings | true |
Server | Off: no new ropes |
| Ropes are solid | true |
Server | Off: everyone passes through ropes |
| Longest rope | 30 |
Server | In m (2-30) |
| Rope physics | true |
Client | Ropes within 60 m sway and swing. Off: they hang still |
| Ropes bump into things | true |
Client | Ropes and leash ropes rest on beams, walls and rocks, and a rope can't be strung through them. Off: ropes pass through |
| Ropes hold things | true |
Server | Shift + E with a rope on an item, cart, log or piece ties it to the rope's end. Off: nothing new can be tied; what is tied stays |
| Rope tips | true |
Client | While you carry a rope from a ring, short tips by the crosshair say what your keys do on what you look at. Off: one long message when you take a rope |
| Leash key ties a carried rope | true |
Client | While you carry a rope from a ring, T on an item, cart, log or piece ties the rope to it, like Shift + E; anything a rope can't hold is dragged. Off: T drags it |
| Steady ropes on the ground | true |
Client | Ropes lie still on the ground and floors instead of hopping on and off rings or floor edges |
10 - Elemental stones
| Setting | Default | Scope | Description |
|---|---|---|---|
| Element stone drop chance | 0.5 |
Server | Chance in % that a dying creature drops a stone (0-100). Players, summoned and tamed creatures never do. 0 = no stones |
| Stone kind | Random |
Server | Random: any of the five. Biome: the element of the biome it died in |
| Stone by biome | Meadows:Lightning, BlackForest:Spirit, Swamp:Poison, Mountain:Frost, Plains:Fire, Mistlands:Spirit, AshLands:Fire, DeepNorth:Frost, Ocean:Lightning |
Server | The stone each biome gives with Stone kind Biome |
| No stones from tames | true |
Server | Off: tamed creatures can drop stones too |
| Stones can be used | true |
Server | On any tamed creature, not summoned ones. Off: stones can't be used |
| Most stars from stones | 10 |
Server | Stones add stars up to this many (0-20); at the limit a stone only changes the element |
| New element replaces the old | true |
Server | Off: only stones of a creature's own element work on it |
| Element damage per star | 5 |
Server | Fixed damage of its element on every attack, per star (0-100). 0 = none |
| Element resistance | true |
Server | Half damage from its own element; never weaker than the creature already is. Off: as in the game |
| Very resistant from stars | 6 |
Server | From this many stars, a quarter of the damage instead (0-20). 0 = never |
| Glow | true |
Client | A light and a faint tint in the element's colour. Off: no glow on your screen |
| Glow brightness | 1 |
Client | 0.1-3 |
| Show element on hover | true |
Client | Off: no element line in the hover text |
| Keep element in pal stones | true |
Client | Adds anwo_pb_element to the creature data Portable Pals keeps. Off: pal stones lose the element |
| High stars keep the top look | true |
Client | Creatures with more stars than the game has looks for keep its highest star look. Off: as in the game |
Multiplayer
- Everyone needs PackBeasts, with the same first two version numbers (1.7.x with 1.7.x). Players without it, or with another minor version, can't join.
- Server settings come from the host and apply to everyone who joins, recipes included, without a restart.
- All players settings (Creatures, Require saddle, Columns, Rows) are not synced: set them the same on every PC.
- Saddlebags work like a chest: items are saved with the animal, and one player at a time can open them.
- A pal stone keeps a troll's log and passive mode for whoever lets it out.
- A creature's element is saved on it as
anwo_pb_element(1 Fire, 2 Frost, 3 Lightning, 4 Poison, 5 Spirit), so other mods can read it.
Compatibility
- Portable Pals (optional): PackBeasts adds
anwo_pb_bags,itemsto its Mod ZDOs setting, so pal stones keep saddlebags, and adds a troll's log, passive mode and a creature's element (anwo_pb_element) through its API (stars it keeps on its own). - Hearth Below (optional): creatures in its dug caves eat food they can see there.
- Drop That and other drop-list mods: elemental stones drop on their own, besides a creature's loot, so those lists don't change them. To hand stones out through such a mod instead, set the drop chance to 0 and use the prefabs
anwo_pb_ElementStone_Fire,_Frost,_Lightning,_Poisonand_Spirit. - Breeding: stars from stones are the game's own stars, so young ones get them like any other (Procreation Plus may add one). The element isn't passed on.
- Mounts and taming mods: any creature a mod lets you saddle gets bags; creatures from taming mods such as LetMeTameYou can wear a riding handle.
- LetMeTameYou: it gives every creature on its list a creature group of its own (its specialGroup, or else just that creature), so with it a tame fights wild ones of exactly that kind, or of its specialGroup.
- GoodestBoy (optional): its dog can be ridden with a riding handle; it stops fetching while you ride it, and getting on a dog told to wait lets it go.
- A creature that already has storage from another mod gets no saddlebags. Container mods that only use player-built chests, such as AzuAutoStore and AzuCraftyBoxes, leave the bags alone.
- It changes the game's riding controls, tamed creature behaviour and taming, and makes tames and wild creatures of their own kind enemies.
Uninstalling
- Saddlebags: items stay saved on the animal but can't be reached until PackBeasts is back. Empty the bags first.
- Items: Saddlebags, riding handles and leashes in inventories are removed by the game. Handles and leashes on creatures disappear; take them off first to keep them.
- Creatures: leashed and tied creatures are free again.
- Pieces: Tie-up rings and their ropes disappear.
- Elemental stones: stones in inventories are removed by the game. Stars from stones stay (they are the game's own); elements stay saved on the creatures but do nothing.
About
Made with Claude (Anthropic's AI model) and tagged AI Generated, as Thunderstore's rules ask. Built for Valheim 1.0.17 (Deep North; also 1.0.16) with BepInEx 5.4.2351 and Jotunn 2.30.2.
Found a bug or a clash with another mod, or have an idea? Tell us on GitHub. For a bug, attach your BepInEx/LogOutput.log from the game where it happened.
