
PackBeasts
Saddlebags for mounts, a riding handle to ride any tamed creature, a leash to lead any creature or tie it up, and tie-up rings with real ropes between them: fences that sag, sway and hold creatures in.PackBeasts
Saddlebags for mounts, a riding handle for any tamed creature, a leash for any creature, and tie-up rings with real ropes between them.
A tamed mount carries a rider and nothing else, and most tamed creatures can't be ridden or kept in one place. PackBeasts hangs a chest of saddlebags on any saddled mount, lets you ride any tamed creature with all of its attacks, and adds a leash and tie-up rings to lead creatures, tie them up and fence them in. Tamed creatures also get a passive switch, working healers, and taming that goes on while you are away.
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; 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. An empty saddle takes the empty bags with it when it comes off.
- Adjustable look. Size, position and angle of the bags, for all animals and per animal.
Riding
- 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. Spot, seat height and riding pose are fitted to each creature's model; a creature without a ready fit (a seal, creatures from other mods) gets its seat in the middle of its back, sized to how big it is drawn. No saddlebags hang on a handle.
- Hold E to ride. Hold
Ewhile looking anywhere at a saddled or handled creature to get on. A short press still commands or pets it. - All its attacks. Left click uses the mount's quick attacks, right click its 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 the mouse: left, right and middle click (pressing the scroll wheel), so a dvergr support mage's bolt, heal and shield are each one click. A mount with more abilities but exactly three attacks has those on the three buttons.
- Every ability on a number key.
1to9and0: attacks, then spells for friends (a support mage's heal goes to whoever is under the crosshair, or to you), then roars and calls. Unused numbers stay on your hotbar. Key hints at the bottom right list every key. - Aim and move. Shots fly towards the crosshair. Jump makes the mount jump, and only then;
AandDmove it sideways andSbacks it up. - 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.
- It waits for you. A ridden mount stands still, facing the way it faces, when you stop steering, and walks around only after 30 seconds, without turning on the spot.
Hmakes it wait as long as you like. - Smooth turns. A mount you steer keeps moving through a turn and slows down in sharp ones, instead of stopping dead to turn.
- Mount speed. The host can make ridden creatures faster or slower: all of them, single kinds, and per star (10% faster per star by default). Holding run, any ridden creature runs at least 5 m/s on land, so slow ones like a seal or a frost troll keep up.
- Seals. A seal a taming mod lets you tame (LetMeTameYou, for one) can wear a riding handle and be ridden on land and out at sea. Creatures at home in water don't tire or drown while you ride them, and swim high enough to keep your seat just above the water.
- Flying mounts. Hold jump to climb and crouch to dive, nose down, at up to 30 m/s, over mountains or into caves. Flying ahead goes as fast as climbing; near the ground it flies at its own speed, slows and pulls out of the dive, and a creature that also walks lands and takes off again. In a dive it folds its wings in like a diving bird (on your screen).
- Level camera in the air. On a flying mount the camera stays upright: it doesn't lean with the creature or swing forward and down when it dives. You still look wherever the mouse points.
- Smooth riding. You stay exactly on your seat every frame, the creature under you moves smoothly and the camera keeps pointing where you aim it, so riding doesn't jitter or twitch, fast flying included.
- Speedometer. While you ride, small text above the game's bars shows how fast you go (km/h, m/s or both); on a flyer also how fast it climbs or dives and how high it is. Position, size and units are settings.
- 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. - 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 instead of pushing into you.
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; tied higher up than that, it hangs from the rope.
- Wild ones stay calm. A leashed wild creature doesn't attack or flee unless hit, and doesn't vanish at daybreak.
- Wild ones resist. A wild creature 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 and never stretches. It never pulls a creature through a wall or the ground: a stuck one is put at the nearest free spot the rope reaches.
- Hanging. Only tied creatures hang. A hanging creature goes limp and dangles from its neck as a ragdoll, dressed like the creature, swinging on its rope. What it holds in its hands hangs down from them and swings. The ragdoll is solid: players, mounts and creatures bump into it and push it aside, hanging ragdolls knock against each other, one lying on the ground comes to rest, and hits on it land on 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.
- Clean-up. A dead creature drops its leash. If its post or ring is torn down, it stays tied to a peg in the ground below.
- Drag things. With a Leash in your inventory, press
Ton a dropped item, a cart, a log, a boat or a building piece (a chest, a lantern, a workbench, up to 4 m) and drag it behind you on a 2.5 m rope, tied on where you aim (look at the end of a log and it drags end first). Everything on the rope moves with real physics: it swings, slides, bumps, tips over and falls off edges. A piece settles where it lands when you let go and is a building piece again (a chest keeps what's in it). One thing per Leash you carry. HoldCtrla moment to let go of everything, or pressTon a thing to let go of it; the rope also slips off when it gets stuck far behind you, and when you die, log out or use a portal.
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, used instead of the Tie length for creatures tied to the ring. Built high with a short rope, they hang from it. A new length also goes to the ropes hanging from the ring, and whatever hangs on them goes up or down with it.
- Ropes between rings. Up to 4 ropes start from each ring, to rings up to 30 m away or hanging free. A rope is as long as the first ring's length (never shorter than the gap); with no length set, it is strung tight.
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 a rope can't 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, that rope becomes their rope; on a rope between rings, they are tied to the spot you look at.
- Tie things to a rope. With a rope taken from a ring,
Shift + Eon an item, a cart, a log or a building piece (a lantern, a brazier, a sign, a chest) ties it to the rope's end. Loose things hang and swing on it, or lie where it is slack; pieces hang still straight below the ring at the rope's length, or stand on the ground under it when the rope reaches. The rope holds a piece up, so it doesn't fall for want of support. Change the length on the ring or the rope;Shift + Eon the rope takes it down (a piece is put down on what's under it). - 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.
- Passive switch. A passive tamed creature never starts a fight: it 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. In the game it rarely heals at all.
- 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.
- Pal stones. With Portable Pals, a pal stone keeps a creature's saddlebags, and a released creature stays calm for 15 seconds and follows you.
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. 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.
| 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 |
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 |
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 |
| Name frozen bodies in the log | true |
Client | When the log fills with Unity's warnings about setting the speed of a frozen (kinematic) body, writes which frozen bodies are near you and which code sets their speed, a few times a session. Off: nothing is watched or written |
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 |
| 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, on top of it, with pose and grip sized to how big the creature is drawn. Off: as in 1.6.5 |
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, and a mount you sit on turns only when you steer it |
| Standing mounts keep their facing | true |
Server | A mount you sit on without steering only turns when you steer or attack (a dvergr otherwise turns to face you, round and round). 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 while it turns, slower in sharp turns, instead of stopping to turn on the spot. Off: as in the game |
| Mount speed | 1 |
Server | Every ridden creature's walking, running, swimming and flying speed, times this (0.1-10); it turns faster with it. Only while ridden. 1: as in the game |
| Mount speeds per creature | (empty) | Server | Own multiples for single creatures instead of Mount speed, for example Seal=1.5, Lox=1.2, Wolf=0.8 (prefab names; variants such as Troll_Summoned 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. Counts last. 0: no least speed |
| 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 (a creature with a low back can still get it wet). 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; before, a ridden seal slid to a stop on flat ground. 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; one that still turns round on the spot stands still until you steer it. 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 | How fast a flying mount climbs, times its flying speed (1-10), up to 30 m/s. 1: as fast as it flies ahead |
| Dive speed | 6 |
Client | How fast a flying mount dives, times its flying speed (1-10), up to 30 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 | 3 |
Client | How fast a flying mount flies ahead while you steer, times its flying speed (1-10), up to 30 m/s; its own speed below 1.7 m over the ground or sea, the whole multiple from 6 m up. 1: as in 1.6.5 |
| Fold wings in a dive | true |
Client | A diving flyer folds its wings in, more the steeper it dives, and spreads them again as it levels out. 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 pointing 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 and doesn't swing forward and down when it dives. Off: it leans and tips with the creature, as in the game |
| Follow when you get off | true |
Client | Off: the mount stays where you left it |
| Full WASD movement | true |
Client | Off: A and D do nothing and S only stops |
| 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. Off: as in 1.6.5 |
| 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. Off: as in 1.6.5 |
| 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 |
| Led creatures stay on the ground | true |
Server | Off: a led creature can hang from your hand |
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 |
| 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 |
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 |
Multiplayer
- Everyone needs PackBeasts, with the same major and minor version (1.6.x with 1.6.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.
Compatibility
- Portable Pals (optional): PackBeasts adds
anwo_pb_bags,itemsto its Mod ZDOs setting, so pal stones keep saddlebags. - 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.
- 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.
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.
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.