Valheim
You are viewing a potentially older version of this package. View Latest Version
Install with App

Details

Date Uploaded
4 days ago
Downloads
3K
Size
189KB
ADDatHost Valheim hosting
30% off

PackBeasts

Saddlebags for every mount: craft a set, hang it on a saddled lox, asksvin, moose or horse, and it carries a chest of its own, so it finally earns its keep on a trip.

New in 1.4.0: Tie-up rings and ropes. Build a ring with the hammer, give it its own rope length, and tie creatures to it, or hang them from it. String real ropes between rings: they sag, sway in the wind and swing when bumped, and they hold creatures in like a fence.

Also: the Riding handle, a tiny saddle for every other tamed creature; the Leash, to lead any creature on a rope and tie it up; every ability of a mount on its own number key while you ride; a passive switch for tamed creatures; tamed healers that really heal; and taming that goes on while you're away.

How to use

  1. Craft Saddlebags at a workbench (8 Leather scraps, 4 Deer hide, 10 Bronze nails). The recipe shows up once you've had bronze nails, about when you can make OdinHorse's horse saddle.
  2. Tame an animal you can ride and put a saddle on it.
  3. Put the Saddlebags on your hotbar, look at the animal and use them (press their hotbar number), the same way you put on a saddle. A leather bag now hangs on each side, strapped to the saddle, with a lid buckled down over the top.
  4. Look at the animal, or ride it, and press G: the normal chest window opens with 4×2 slots. Its hover text shows [G] Saddlebags and how many items are inside.
  5. Shift + G takes empty bags off again, and you get the Saddlebags back.

Every rideable creature can carry bags: Lox, Asksvin, Moose (and the spirit caller's moose), OdinHorse's horse, and any creature another mod lets you saddle, including mods you add later. You can add creatures that can't wear a saddle in the config too; they only need to be tamed.

Riding handle

A small leather grip that works like a saddle on any tamed creature that can't wear one: boars, wolves, bears, Ulvs, trolls, skeletons, and anything a taming mod (like LetMeTameYou) lets you tame.

  1. Craft a Riding handle at a workbench (4 Leather scraps, 2 Deer hide).
  2. Tame the creature, put the handle on your hotbar, look at the creature and use the handle, the same way you put on a saddle.
  3. Look at the top of its back (or its shoulders or head, wherever the handle is) and press E to ride. You steer and run like on a lox, with the same stamina bar. Shift + E there takes the handle off again ("Remove handle"). Looking lower at the creature still lets you command, pet or name it.
  • It barely shows: just a small leather grip in front of where you sit.
  • You hold it: while you ride, the grip's bar is in your hands and its two straps reach down to the pad on the creature, following your hands as they move with the riding pose. A weapon or tool you hold is put away when you get on and taken out again when you get off. Other players see their riders holding it too.
  • It stays put: the handle and your seat are fixed to the creature's own body and move with it when it walks or runs. The grip doesn't rock with breathing and steps, and on upright creatures (Fenring, troll) it sits on the neck, not on the head, so it doesn't swing when they look around.
  • Fitted to each creature: for every creature in the game, the spot, the height of your seat and the riding pose were worked out from the creature's real model in its idle pose. On narrow backs (boar, wolf) you ride leaning forward like on an asksvin, on medium ones upright like on a moose, and on very wide ones, or sitting on the shoulders of upright creatures like trolls and skeletons, like on a lox. Creatures from other mods are fitted when the handle goes on, from their real shape (or their skeleton when their model can't be read).
  • Pick the spot: on the back (default), on the shoulders, or on the head, for all creatures or per creature (Spot per creature, for example Troll:Head).
  • GoodestBoy's dog can be ridden too: its fetching pauses while you ride, and getting on lets it go if it was told to wait.
  • Your mounts keep their saddles: lox, asksvin, moose and modded mounts like OdinHorse's horse use their own saddle, as before.
  • No saddlebags hang on a riding handle. A creature you've listed under Creatures can still carry bags, but they don't need or show a saddle.
  • If the creature dies, the handle drops on the ground, like a saddle. When you get off, you land beside the creature, not on top of it.

Riding

On any mount, with a riding handle or a saddle (lox, asksvin, moose, a modded horse):

  • All its attacks: left click uses the animal's quick attacks and right click its heavy ones (the middle mouse button works too), a different one each press when it has several. A troll punches on left click and slams the ground or throws a stone on right click; a lox bites and stomps; a fenring claws and leaps; a dvergr mage hits with its club on left click and casts its spells on right click. Which is quick or heavy comes from how often the animal uses each on its own. With Write the attack list on, every creature's attacks, as the keys use them, are written to BepInEx/config/anwo.PackBeasts.attacks.txt when you start a game.
  • Hold E to ride: look anywhere at a creature with a saddle or a riding handle and hold E a moment to get on, no need to aim at the saddle or handle. A short press still does what it always did (follow / stay, petting).
  • Every ability on its own key: the number keys 1 to 9 and 0 each use one of the mount's abilities: its attacks (quick ones first, then heavy ones), then its spells for friends, then anything else it can do (roars, calls). A dvergr support mage's heal and shield go to the player or tame animal under the crosshair, or to you. Only the numbers the mount has abilities for are taken; the others still use your hotbar (a support mage has 3, so 4 to 8 are still yours). The attack list file shows every creature's numbers too.
  • Key hints: while you ride, the bottom right of the screen lists the riding keys and every ability with its key, the same way the game shows the keys for your weapons.
  • Aim with the crosshair: spells, thrown stones, bolts and anything else a mount shoots fly towards what the crosshair is on, up or down as well as sideways.
  • Jump makes the animal jump, and only then: animals that hop on their own while they walk (hares, deer) don't under a rider.
  • It waits for you: when you stop steering, the animal stands still under you. After 30 seconds without steering, jumping or attacking it starts walking around (and hopping) on its own, with you on it; steer it and it stands still again. Press H to make it wait as long as you like (also when it's already walking around: it stops at once), and H again to let it wander. Crouch gets you off, and so does E while you look at nothing.
  • Stamina, a little better than yours: running uses 3% of the mount's stamina a second, so it runs about 33 seconds from full (a fed player runs about 25; most mounts in the game only manage 10). Attacks and jumps use it too: a quick attack 6%, a heavy one 12%, a jump 4%. Riding skill lowers all of it, down to half. A tired mount doesn't attack until it has rested. Stamina refills from empty in about 15 seconds of rest (a fed player takes about 10 to 25), twice that when the mount is hungry.
  • Full WASD movement: A and D move the mount sideways while it keeps facing where you look, like you do on foot, and S backs it up; together with W it moves at a slant. It never runs backwards or sideways.
  • A troll can pick up a log: fell a tree, ride your troll to the trunk, look at it and press E. The troll picks the log up and fights with it like a log-carrying troll, swinging it from the side and from above. It keeps the log, also after you log out.
  • It follows you when you get off, as if you told it to follow. Look at it and press E to make it stay, as usual; that works on a lox too (the game doesn't let you command a lox otherwise) while it follows you. Not when it's on a leash.
  • Flying mounts: on a drake, a bat or anything else that flies, hold jump to fly up and crouch to fly down, standing still in the air or on the move. Fly as high as you like, over mountains, or down into caves dug with Hearth Below. Crouch doesn't get you off a flying mount: press E while you look at nothing. A creature that also walks lands when you fly it down onto the ground and takes off again with jump; while you ride it, it never lands or takes off by itself.
  • Use things while riding: open doors and chests, pick berries and mushrooms, pick up items and use a workbench without getting off. Your own mount is skipped when you look around.

Jump and attack, and using things, can each be turned off (6 - Riding); then the game's own rule applies, where jumping, attacking or dodging gets you off. Ability keys and key hints need Jump and attack on. While you ride a mount with saddlebags, the key hints show G for its bags too.

Leash

Lead any creature on a rope, tamed or wild, and tie it up where you want it.

  1. Craft a Leash at a workbench (4 Leather scraps).
  2. Put it on your hotbar, look at a creature and use it (or press T on it while you carry a leash). You're now leading it: it walks at your side on a rope, up to 3 m from your hand.
  3. To tie it up, look at a post, a fence or any building piece close by and press T. Look at the ground instead and it's tied to a wooden peg. It wanders around within 5 m of that spot; tie it to a beam higher up than that and it hangs from its rope. Tie it to a Tie-up ring (below) and it gets the ring's own rope length.
  4. T on a tied creature takes it on the lead again. T on a creature you're leading takes the leash off, and you get the leash back.
  • Several at once: put a leash on each and lead them together; T at a post ties all of them up there.
  • It comes along: through portals it comes with you, and if it falls more than 40 m behind you on foot it's brought to you.
  • Any creature, tamed or wild: boars, wolves, lox, trolls, drakes, creatures from other mods, and wild ones too (not bosses). A wild one stays calm while it's on a leash: it doesn't attack anyone or run away, unless something hits it, and it doesn't vanish at daybreak.
  • The rope holds in every direction: it's measured from the creature's neck to your hand, the post or the peg, up and down too. Tied high up, a creature hangs from its rope; a tied flying creature can't fly off.
  • The rope never stretches: at the rope's end a creature is held there at once and can't go further, and it's never pulled through a wall, a fence, a rock or the ground. When something holds it back (it's stuck behind a tree, a rock or a wall), it's put at once at the nearest free spot the rope reaches, so the rope stays at its length; with no free spot, it's put next to you (or back where it last stood, when tied).
  • Hanging means hanging: a creature hanging from its rope (feet off the ground, the rope going up from its neck) goes limp: it stops walking and attacking, its body hangs below its neck along the rope and swings with it. On its feet again, it carries on.
  • On its neck: the rope is tied to the creature's real neck bone where it has one (most do), so it follows the neck as it moves.
  • Tied means tied: a tied creature can't be ridden and won't follow anyone until you untie it.
  • If you go: when you die, log out, or get very far away without a portal (sailing off, say), the creatures you lead are tied to a peg where they stand.
  • If a leashed creature dies, the leash drops where it fell. If its post or ring is torn down, the rope stays tied to a peg in the ground below it.
  • Everyone sees the rope, from the creature's neck to the hand of whoever leads it, or to its post or peg.

Tie-up rings and ropes

Build a Tie-up ring with the hammer (Misc tab, near a workbench; 1 Copper) on a post, a beam, a wall, a roof or the ground. It fits what it's built on: under a roof or a beam the ring hangs down from a small iron plate, on a wall or a post it hangs against it, and on the ground or on top of a beam it stands up.

  • Its own rope length: press E on it and type a length, 0.5 to 30 m. Creatures you lead and tie to it (T while looking at it, up to 8 m away) get that rope instead of Tie length. Build it high with a short rope and they hang from it. Change the length later and the creatures already tied to it follow.
  • Ropes between rings: Shift + E on a ring takes a rope; Shift + E on another ring, up to 30 m away, ties it there. The rope is as long as the first ring's rope length when someone set it (never shorter than the gap), so it sags as much as you like; never set, it's strung tight. Up to 4 ropes start from each ring.
  • Or let it hang: Shift + E while looking at nothing lets the rope hang from the first ring, as long as you pulled it out (or the ring's length, when set). Shift + E on the first ring puts the rope back, and so does holding E a moment while looking at nothing.
  • Real rope: ropes sag under their weight, sway in the wind, lie on the ground where they reach it and swing when someone walks into them.
  • Fences: a rope strung between two rings stops creatures and players (you can jump over a low one), so a few rings and ropes make a pen. A rope hanging from one ring never blocks anyone.
  • Taking down: Shift + E on a rope takes it down. Take a ring down and the ropes starting from it go too; a rope tied to it from another ring falls and hangs from that one.
  • Tie creatures to a rope: while you lead creatures, look at a rope and press T. At a rope hanging from a ring they're tied to its end: that rope is their rope, as long as it is, so they can hang from it. At a rope strung between two rings they're tied to the spot you look at, with the Tie length. If the rope is taken down, they're tied to a peg in the ground below.
  • Only players the ward lets in can change a ring or its ropes.

Tamed creatures

  • Passive switch: look at a tamed creature and press Ctrl+E to make it passive, and again to let it fight. A passive creature never starts a fight: it ignores enemies, also ones attacking you, and only fights back against what attacks it. It shows on the creature when you look at it. Ctrl is also the game's crouch key; when Ctrl+E switches a creature, the crouch is undone and E does nothing else. The key can be changed, and the host can turn the switch off (8 - Tamed creatures).
  • Pal stones (Portable Pals): a creature you let out of a pal stone stays calm for 15 seconds after it has grown to full size: it ignores enemies unless something hits it, instead of running off to the nearest one. It also follows you, as if you told it to follow (press E on it to make it stay).

Healers

A tamed creature with a healing spell (a dvergr support mage, or any creature that has one) heals whoever near it is hurt: you, other players, tame animals and itself, the most hurt first, in a fight or not, as soon as its spell is ready again. One that follows someone walks over to whoever needs it; one told to stay heals those it can reach from where it stands. In the game a healer only heals while it's fighting something, and only when it happens to pick its healing spell from all its attacks, so it hardly ever did. While you ride it, its heal is on a number key instead. The log says the first times it heals someone.

Taming while you're away

A creature you're taming keeps taming while you're far away. The game has no distance rule for taming, but a creature more than about 150 m from every player isn't loaded, so its taming stops until someone comes back. Now, when it loads again, the time it would have stayed fed counts towards its taming, and each time it would have got hungry it eats a piece of food lying within its reach, as it would have, and goes on. So feed it, leave food on the ground next to it (in its pen) and come back later. Time the world isn't running (the game closed) doesn't count. The log says how much was counted the first times.

Safety

  • Animals that already had items in their bags before the bags had to be crafted keep their bags, so nothing is ever out of reach.
  • If the animal dies, everything in its bags drops on the ground, and so do the bags themselves.
  • You can't take the bags off while they hold anything, and you can't take the saddle off (Shift + E on the saddle) either.
  • When an empty saddle comes off, the bags come off with it.
  • PortablePals: an animal kept in a palstone keeps its bags and what's in them. PackBeasts adds anwo_pb_bags,items to PortablePals' Mod ZDOs setting for you (turn Keep bags in pal stones off to leave Portable Pals' settings alone).

Settings (anwo.PackBeasts.cfg)

Setting Default What it does
Creatures Rideable, Lox, Asksvin, Moose, Moose_spiritcaller, rae_OdinHorse Creatures that can carry bags. Rideable = every creature that can wear a saddle; the names are today's rideable creatures (restart to apply). Set the same on every PC
Bags must be crafted true Animals only carry bags after you put Saddlebags on them. Off = every listed animal has bags (the 1.0 behaviour). Set by the host
Saddlebags recipe LeatherScraps:8, DeerHide:4, BronzeNails:10 Cost of the Saddlebags at a workbench. Set by the host
Require saddle true Animals that can wear a saddle only carry bags while saddled. Set the same on every PC
Keep bags in pal stones true With Portable Pals: adds the bags to its Mod ZDOs setting so a pal stone keeps them. Off: Portable Pals' settings are left alone
Open key / Take off key G / Shift + G Open the bags; take empty bags off
Columns / Rows 4 / 2 Bag size (restart to apply). If you make the bags smaller, a bag with items in the removed slots keeps those slots until they're emptied. Set the same on every PC
Name Saddlebags Title of the bag window (the window's title changes after a restart)
Window close distance 10 The window closes when the animal is further away than this (m)
Show bags on the animal true A leather bag on each side of the saddle
Bag size, Bag offset sideways / up / back 1, 0 / 0 / 0 Size and position of the bags on every animal
Bag tilt / turn / tip 0 / 0 / 0 Rotation of the bags on every animal, in degrees: tilt swings their bottoms out (+) or in (-), turn swings their front ends out or in, tip lowers or raises their front ends. Both sides mirrored
4 - Bag look per animal Lox 2, -0.2, 0, 0 (others set to match) Size, out, up, back, tilt, turn and tip for each rideable creature (Lox, Asksvin, Moose, ...), on top of the above

Riding handle (5 - Riding handle)

Setting Default What it does
Riding handles true The Riding handle can be made and put on. Off: no new handles (ones on creatures keep working). Set by the host
Handle recipe LeatherScraps:4, DeerHide:2 Cost of the Riding handle at a workbench. Set by the host
Handle spot Back Back, Shoulders or Head. On upright creatures (trolls, skeletons) Back and Shoulders both mean the shoulders. Set by the host
Spot per creature (empty) Own spot for some creatures, for example Troll:Head, Wolf:Shoulders. Set by the host
Rider pose Auto Auto picks the asksvin, moose or lox riding pose by how wide the creature is; or use one of them everywhere. Set by the host
Seat height / Seat forward 0 / 0 Move the rider up/down and towards the head/tail (m), on every creature. Set by the host
Handle size 1 Size of the leather grip. Each player
Show handle true Show the grip on the creature. Each player
Hold the handle true Riders hold the grip: its bar goes into their hands and the straps stretch to it; what you hold is put away while you ride. Each player

Riding (6 - Riding)

Setting Default What it does
Jump and attack true Each player: while riding, jump makes the mount jump, left click its quick attacks, right click its heavy ones; crouch gets you off. Off: jumping or attacking gets you off, as in the game
Use things while riding true Each player: open doors and chests, pick things and use stations while riding. Off: you can't use anything while riding, as in the game
Attack stamina 6 Share of the mount's stamina a quick attack costs, in percent (riding skill lowers it, down to half). Set by the host
Heavy attack stamina 12 The same for a heavy attack. Set by the host
Jump stamina 4 The same for a jump. Set by the host
Wander after 30 Seconds a ridden animal stands still after you last steered it, before it walks around on its own; 0 = at once, as in the game. Set by the host
Wait key H While riding: the animal waits (never wanders off) until you press it again or get off. Each player for themselves
Follow when you get off true Each player: the animal you rode follows you when you get off; E on it makes it stay (also a lox). Off: it stays where you left it
Fly up and down true Each player: on a flying mount, hold jump to fly up and crouch to fly down (crouch no longer gets you off it). Off: it stays at its height, as in the game
Aim with the crosshair true Each player: what a mount shoots flies towards the crosshair. Off: straight ahead, level with the ground
Stamina refill time 15 Seconds a resting, fed mount needs from empty to full stamina (twice as long when hungry); 0 = the game's own slow refill. Set by the host
Running stamina 3 Share of the mount's stamina running (and swimming) uses each second, in percent (riding skill lowers it, down to half); 0 = the game's own (10 a second on most mounts). Set by the host
Full WASD movement true Each player: A and D move the mount sideways while it faces where you look, and S backs it up. Off: A and D do nothing while riding and S only stops it, as in the game. Replaces Strafe with A and D and Back up with S (if you had either off, it starts off)
Ability keys true Each player: while riding, the number keys use each of the mount's abilities (only the numbers it has abilities for; the others stay your hotbar). Needs Jump and attack on. Off: the number keys always use your hotbar
Hold E to ride true Each player: hold the use key a moment while looking anywhere at a saddled (or handled) creature to get on; a short press still commands it. Off: only the saddle or handle gets you on, as in the game
Write the attack list false Each player: write every creature's attacks and abilities to anwo.PackBeasts.attacks.txt when a game starts (for checking)
Key hints true Each player: while riding, the riding keys and abilities are listed at the bottom right (when the game's key hints are on, not with a gamepad). Needs Jump and attack on. Off: no hints while riding, as in the game
Trolls pick up logs true A ridden troll picks up a fallen log with E and fights with it. Set by the host

Leash (7 - Leash)

Setting Default What it does
Leashes true The Leash can be made at a workbench. Off: no new leashes (ones on creatures keep working). Set by the host
Leash recipe LeatherScraps:4 Cost of the Leash at a workbench. Set by the host
Lead length 3 How far (m) a creature you lead can be from your hand (from its neck, up and down too) before the rope holds it. Set by the host
Tie length 5 How far (m) a tied creature's neck can be from its post or peg, up and down too (tied higher, it hangs). A Tie-up ring has its own length. Set by the host
Leash key T Each player: look at a post or the ground to tie up the creatures you lead; on a creature, lead it, take its leash off or put one on
Show the rope true Each player: draw the rope and the peg. Off: leashes work the same, nothing is drawn
Rope thickness 0.06 Each player: how thick the rope is drawn, in metres
Leash wild creatures true Leashes go on wild creatures too (never bosses). Off: only tamed ones; wild ones already leashed keep it until it's taken off. Set by the host
Wild ones stay calm true A leashed wild creature doesn't attack or run off unless hit, and doesn't vanish at daybreak. Off: it stays as wild as ever, held only by the rope. Set by the host
Rope holds up and down true The rope holds at once, measured from the neck in every direction (tied high, a creature hangs). Off: measured across the ground only and pulled back at walking pace, as before 1.3.7. Set by the host
Hanging creatures hang still true A creature hanging from its rope goes limp and hangs below its neck along the rope, swinging with it; it doesn't walk or attack until it's on its feet again (flying creatures aren't held). Off: it keeps walking in the air. Set by the host
Rope never stretches true With the above: a creature held back past its rope (stuck behind a tree, a rock or a wall) is put at once at the nearest free spot the rope reaches. Off: it stays stuck and the rope stretches, as in 1.3.8. Set by the host

Tamed creatures (8 - Tamed creatures)

Setting Default What it does
Tamed healers heal true A tamed creature with a healing spell heals hurt players, tame animals and itself, in a fight or not. Off: only during a fight, when it happens to pick the spell, as in the game. Set by the host
Heal below 90 Health, in percent of full, under which a tamed healer heals someone; 100 = any scratch. Set by the host
Walk over to heal true A healer that follows someone walks over to whoever needs it. Off: it only heals those within reach of where it is. Set by the host
Taming goes on while away true A creature being tamed keeps taming while nobody is near (it isn't loaded): fed time counts, and it eats food left within its reach. Off: its taming stops while nobody is near, as in the game. Set by the host
Eat while away true With the above: when it would have got hungry it eats food left within its reach. Off: only the time it stayed fed counts. Set by the host
Passive switch true Tamed creatures can be made passive with the Passive key. Off: nobody can switch, and every tamed creature fights as in the game (the mark is kept for when it's back on). Set by the host
Passive key Ctrl+E Each player: switch the tamed creature you look at between fighting and passive (never starts a fight, only fights back)
Calm when released 15 Seconds a creature let out of a pal stone ignores enemies after it has grown (unless something hits it); 0 = it goes for enemies at once. Set by the host
Follow when released true Each player: a creature you let out of a pal stone follows you. Off: it stays where it lands

These were in 8 - Healers, 9 - Taming and 10 - Tamed creatures before 1.4.0; your values carry over.

Tie-up rings and ropes (9 - Tie-up rings and ropes)

Setting Default What it does
Tie-up rings true The Tie-up ring can be built with the hammer. Off: no new rings (rings already built stay and keep working). Set by the host
Tie-up ring recipe Copper:1 Cost of a ring, built near a workbench. Ropes cost nothing more. Set by the host
Ropes between rings true Shift + E on rings puts up ropes between them, or lets one hang. Off: no new ropes (ropes already up stay). Set by the host
Ropes are solid true A rope between two rings stops creatures and players, like a fence. Off: everyone passes through, and the rope swings aside. Set by the host
Longest rope 30 How long a rope can be, in metres (2 to 30). Set by the host
Rope physics true Each player: ropes within 60 m sway in the wind and swing when bumped. Off: they hang still in their resting curve, which costs less

Every setting's description in the config file says whether it's set by the host or each player's own.

Changes to the look settings made in Gale while the game runs show on the animals within a second, and the riding handle settings change right away (a creature someone is riding changes when they get off).

How it works

The riding handle is the game's own saddle with a tiny look: the game does the riding, controls, stamina and taking it off. PackBeasts decides where on the creature it sits and makes the top of the back the place you look at to ride. A mount's jumps, attacks and stamina are handled by the player whose game runs that animal (its owner), so they work for everyone in multiplayer. A troll's log is saved on the troll. A leash is saved on the creature, so every player sees the same rope; the game of the player leading a creature runs it, so it follows without lag. A rope between rings is saved on the ring it starts from; every player's game works out the rope's sag and swing on its own.

The bags are the game's own chest system attached to the animal. Items are saved with it, multiplayer ownership works like a chest, and two players can't open the same bags at once. Container mods that only use player-built chests (such as AzuAutoStore and AzuCraftyBoxes) leave the bags alone.

Multiplayer

Everyone needs the mod, and the same version (1.4.0 adds a building piece), so that all players see and can use the same bags, handles, rings and ropes. The host's settings ("Set by the host") apply to everyone who joins, the recipes too, without a restart.

Removing the mod

Items stay saved on the animal but can't be reached until the mod is installed again. Empty the bags first if you plan to remove it. Riding handles and leashes on creatures disappear with the mod (take them off first if you want them back as items), and handles and leashes in your inventory are removed by the game. A leashed or tied creature is simply free again. Tie-up rings and their ropes disappear with the mod.

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.

Thunderstore development is made possible with ads. Please consider making an exception to your adblock.