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Kukolony

A villager colony system for Valheim. Place a hearth, hire villagers, register your chests and hand out jobs - they haul your goods and gather wood, stone and ore while you get on with the game, and gather round the fire when the work is done.

This is the free edition. What Patreon supporters are testing now is in Work in progress - early access on Patreon - https://patreon.com/KuchukboromDebbarma286


What's new

0.8.3

  • Job cards have two tabs, Items and Settings - one row per item, its state, crew and limit beside it. See Jobs.
  • Faster job editing - All shown (Ctrl + A) in a chooser, Copy from › another job, Duplicate, and several jobs ticked on the list to set places or gear, give them to villagers, duplicate or delete them together.
  • Gather tries every way an item is got, in turn, and says what each way found when none did; rock found only in crypts and ruins comes last.
  • Also in work in progress on Patreon: Hunting passes its turn sooner, Ships sail on when nobody is near them, Routes chart in seconds, on a thread of their own, and "no way by water" is known at once, Villager-sailed ships set their sail and turn their rudder.
  • Update the server and every player together.

Earlier releases are in CHANGELOG.md.

Contents

  1. What's new
  2. Requirements and install
  3. Quick start
  4. Keys
  5. The Kolony
  6. Villagers
  7. Settlers
  8. Structures and their settings
  9. History
  10. Waiting on
  11. Stock
  12. Item categories
  13. Jobs
  14. Work lists and turns
  15. Work in progress - early access on Patreon
  16. The map
  17. Off-screen simulation
  18. Multiplayer
  19. Settings
  20. Console commands
  21. Good to know
  22. Credits

Requirements and install

  • BepInEx (denikson-BepInExPack_Valheim) and Jötunn — both are listed as dependencies, so a mod manager fetches them for you.
  • Every player needs the mod, and so does a dedicated server. On a server, the server runs every villager; alone or hosting, your game does.
  • Optional: PlanBuild. If it is installed, a Build job builds what you plan with it - your blueprints too (see Build). Nothing is needed if it is not.

Manual install: drop the Kukolony folder into BepInEx/plugins/. The config is written to BepInEx/config/com.kuku.kukolony.cfg on first launch, and every setting in it can also be changed in game (see Settings).


Quick start

  1. Build a Kolony Hearth (in the hammer's build menu — 10 wood, 10 stone). It is the colony's record: its name, its people, its structures, its jobs. It starts with a random name; rename it on the panel's Home page.
  2. Press [ (the Kolony key) to open the Kolony panel on the nearest hearth (with more than one base, the name at the top opens a list to switch, and the key opens that one from then on).
  3. Hire a villager — Villagers → Hire. It costs coins (50 by default), arrives with a name and nothing else, and feeds and dresses itself from your chests.
  4. Register a chest. Look at a chest inside the hearth's reach and press Ctrl + \, or use Structures → + Register for everything nearby. Set what it holds: Anything, Only these (Food, Wood…) or All except.
  5. Put food in a registered chest. Villagers eat from registered storage and starve without it. Put a bed in reach, register it, and give it a sleeper.
  6. The jobs are already there. Every Kolony starts with one job of each kind — Gather (wood and stone), Haul, Farm, Tend, Make, Herd, Repair — with sensible defaults. Open Jobs to adjust one, or add a second of a kind pointed somewhere else.
  7. Give the villager its work — its card's Work tab, + Add job, and tick the jobs in the order they matter (▲ ▼ reorder them). Or pick several villagers on the list (tick their rows, or Space; Ctrl + A for all shown) and add work to all of them at once, or open a job and + Add villagers.
  8. Watch it work. Hover a villager to see what it is doing; press Watch (or W) on its card to follow it with the camera.
  9. Grow from there: register a kiln and a smelter and list what they make on Tend; a bench or a cooking station and list what to make or cook on Make; an axe or a pickaxe in a chest and list ores on Gather; register a patch of hoed ground as a field and list crops on Farm.
  10. Take someone along. Press ] for Parties, make a party and Take with you: its members follow you.

Keys

Every key below is configurable. The four mod keys are ignored while you are typing in chat, the console or a text box.

Key What it does
[ Open the Kolony panel on the Kolony you last chose (else the nearest), where you left it. Press again to close.
] Open Parties, on the party that is out with you. Press again to close.
\ Open what you are looking at: a structure's card, a villager's card, a hearth's Home - or, for a piece not yet registered, the list of what could be.
Shift + \ Toggle floating marks over every registered structure.
Ctrl + \ Register what you are looking at to your Kolony that reaches it, and open its card.
Ctrl + Shift + \ Start picking several structures of one kind; press it again to finish and change them together. While picking, \ picks or unpicks what you look at, and a card on screen lists the picks.
Crouch + Use on a villager (Ctrl + E by default) Trade: give and take items.
Alt place + Use on a villager (Shift + E by default) Open its card.
T looking at a villager Talk: how it feels and why, what it would like, its friends.
Use on a hearth Says which key manages it.
Use on a Kolony Flag Opens the flag's card: name, reach, which Kolony it works for.
Ctrl + structure key on hoed ground Registers the hoed patch as a field (or opens the field it already is).
In watch mode: Tab / Shift+Tab Next / previous villager.
In watch mode: E Open the watched villager's card.
In watch mode: Esc Stop watching.

Hovering a villager shows only the keys that will actually work on it — a villager of another Kolony says "Answers to X, not to you" instead. The same goes for chests, stations, benches and beds: the key is offered only when it would open something.

In the panel:

Key What it does
1–9, Ctrl + Tab / Ctrl + Shift + Tab, Ctrl + PageUp / PageDown Switch section (next / previous)
↑ ↓ Move the selection (the right side follows; turns the page at the end)
Enter or → Into the chosen thing
← Back to the list
PageUp / PageDown, Home / End Turn the page; first / last item
Tab / Shift + Tab Next / previous control
Space Pick the highlighted row (Villagers, Structures) - several picked are changed together
Ctrl + A Pick every row shown (again to unpick them)
← → on a choice, slider or number Change it (Shift for ten at a time)
/ or Ctrl + F Search
F1 Says the focused control's tooltip
Ctrl + N The section's + (hire, new job, register…)
F2 Rename (a structure)
W Watch the villager
Ctrl + Z Undo the last change (for 10 seconds)
Esc Back: closes a dialog, leaves a text box, closes a sub-page, returns to the list, goes to Home, then closes

The Kolony

A Kolony is your settlement as a whole; each Kolony Hearth you place is one base of it.

The Kolony keeps, the same from every base:

  • a name (random at first, editable on the panel's Home page — it colours every pin the Kolony owns on the map);
  • its villagers, its jobs, its parties, its fallen and its history;
  • its members: the players it belongs to, all equal. Whoever places the first hearth founds the Kolony; a hearth placed by a member becomes another base of it. A player belongs to at most one Kolony.

Members. Open Home and choose Members to see who belongs. + Invite asks a player who is in the world; they get a line on their screen, press the Kolony key and accept or decline on the card it opens. Any member can remove a member or leave. To everyone who is not a member a Kolony is closed: its villagers are seen in the world and nothing more - no panel, no map pins, no trading, recruiting or registering its pieces. An admin (or the host) can join any Kolony without an invitation: stand at its hearth and type kukolony_claim in the console. Use it for a Kolony left with no members, or to rejoin your own after changing character - a member is a character, not an account.

Bases. Home's Bases list shows each hearth of the Kolony: who lives there, how far it is, a name of its own, and a button that switches the panel to it. The panel's header switches too.

Each base keeps for itself:

  • a reach: a circle (96 m by default, settable up to a ceiling) in which structures can be registered and work happens, widened by the work flags assigned to it;
  • its registered structures and its stock list (Copy from on the Items page copies another base's).

A villager lives at one base — its home base — and sleeps, stores and draws from there; it never walks to another base's chests. Change it on the villager's card. A job pointed at a flag or a field is worked by the villagers who live at that flag's base.

Losing a base closes it: its structures are let go and its villagers move to the nearest base left. Only losing the last hearth ends the Kolony.

How many Kolonies a world may hold is MaxKolonies (0 for no limit), set in the config file. The free edition keeps one Kolony per world; a world with more keeps the oldest working and the others resting. Both limit Kolonies, not bases. A hearth cannot be placed on ground another Kolony already reaches.

Losing a Kolony's last hearth starts a cooldown (one real minute by default) before a new Kolony can be founded. By default any loss counts, including an enemy levelling it; CooldownOnAnyLoss off counts only your own removal.

Moving the hearth

Stand where you want the hearth, open the Kolony panel's Home and press Move here (twice, to be sure). It is the same hearth, so the Kolony keeps its villagers, jobs, registered structures, stock and history, and its villagers' homes move with it. Its reach moves too, so make sure its chests and stations still fall inside it, or put them in a work area. It can't be moved into water or into another Kolony's reach.

The Kolony panel

The front door to everything. Sections along the top, each a list on the left and the chosen thing on the right; each remembers where you were.

  • Home — three tabs. Attention: what needs it, worst first: Starving, Down, Waiting on (one line per thing they wait on), Stuck, No work, No bed, structures not found, jobs nobody runs, and last anything held in the overflow. Choose one to see who it is about and Show them to open that list already filtered. Bases and Members list those. On the right, the Kolony's card: its name, its numbers (each a link), parties out on their own, this base's structures, stock limits and reach, what you are looking at (Register or Open), what is nearby and unregistered, and its History. What the Kolony did the day before comes as a few lines each morning (MorningReport).
  • [ with no Kolony yet opens a start card that explains how to found one and shows any invitations waiting for you.
  • Villagers, Jobs, Structures, Items (stock, what is in the chests, categories, overflow), Parties, History, World, Settings — below.
  • With more than one base, the name at the top (Name ▾) opens a list to switch between them. A base far away is shown as from afar: the server's copy, and changes are sent to it.
  • Choosing items - for a chest, a station, a stock line, a gear slot, a route - opens a picker with a search and up to three more lists along the top: what the page itself offers (Stored, Known), Kolony (everything in every base's registered chests and the overflow, with how much is where) and Carrying (your bag). Each shows only what that picker takes, and only when there is some; the list you used last is the one it opens on next time.
  • The line at the bottom says what the last action did; … opens the last 20. Changes that go to the server show sending… until they land.

Hover the hearth for its name, headcount, structure count and the manage key.


Villagers

Hiring, naming, dismissing

  • Hire on the Villagers list hires one. It costs NewVillagerCost coins (50; 0 makes them free).
  • Every villager has a name and its own appearance. Rename it in the Name box on its card's Overview tab.
  • Dismiss (on its card, asks first) drops whatever it carries and wears where it stands and lets it go; the hire is not refunded.
  • The list filters with Show (All, Working, Stuck, No work, Starving, No bed, In a party, Fallen). Pick several (tick boxes, Space, Ctrl + A) and one page adds jobs to all their work lists (Add to N work lists), replaces them (Replace N, asks first), or sets one Stance for all.
  • A villager's card has tabs: Overview (name, Sleeps in, Home base, comfort and more), Work, Gear, Bag, Skills and History.
  • Send home returns a party member to its Kolony.

Food

Villagers eat from your registered chests. Food is worth its own burn time from the game's data, so a cooked meal keeps a villager going longer than a raw one. They eat when they run low (HungryBelowSeconds), and sit down on a nearby seat to do it when there is one (never a boat's - a moored boat is not a dining room).

  • A working villager burns food at FoodDrainRate × real time (0.5 = a meal lasts twice its own duration). Idle villagers barely eat.
  • Hunger only advances while the villager is loaded and ticking — a settlement you walk away from does not starve behind your back, and the step is capped after a long gap.
  • Starving shows red on the hover and at the top of the panel's Home. Whether it actually kills is StarvingKills (off by default).

Energy and rest

Every action costs energy (EnergyPerAction). Below TiredBelow a villager stops work and goes to rest; it resumes at RestedAbove. Rest is triggered by energy, never by nightfall — a settlement works in shifts.

Recovery is in in-game hours, so it scales with the day length:

Where it rests Exhausted → rested
Its own bed (register a bed, set Sleeps here) 4 hours
At the hearth, no bed 10 hours
Where it stands 20 hours

Comfort makes those hours shorter. Those figures are what a rest costs at comfort 1 — bare ground. A villager sleeping somewhere comfortable recovers faster, in Valheim's own proportion: comfort 7 rests it at 2.2x the rate, so a 4-hour bed becomes a bit under 2 hours. It is the same arithmetic as your own rested buff, which means the furniture you already build for yourself works for your villagers without you learning a second system.

One rule catches people out, and it is vanilla's: furniture counts for nothing without a roof. An unroofed bed surrounded by chairs, banners and a fire is worth exactly as much as the floor. The villager's Comfort row says so in yellow when that is what is wrong.

The Comfort row on a villager's card names the level, what is around its bed, and how much faster it rests there. It is missing when the bed's part of the world is not loaded — that is "nobody is near enough to look", not "the bed is bare". Turn the whole thing off with ComfortMatters and the hours above are the hours, wherever a villager lies down.

Skills

Villagers get better at what they do. Nine skills, each levelling from their own work: Woodcutting (each blow), Mining, Foraging, Farming (sowing and harvesting), Hauling (putting things away), Cooking, Crafting, Hunting (bow hits) and Fighting. Each level costs more than the last (SkillXpBase × (level+1)^SkillXpExponent, up to SkillLevelCap, 100), learned five times over by default (SkillXpRate), so the early levels come quickly and mastery still takes a long life. A death costs nothing.

  • Skilled villagers work better, up to four times as well at the cap (SkillWorkBonusAtCap, 3):
    • Woodcutting and Mining: a novice is slow (ChopSwingSeconds, MineSwingSeconds, 4 s a blow); a master swings four times as often.
    • Foraging and Farming: quicker hands, and a chance of an extra pick.
    • Hauling: a skilled hauler scoops up more of the same thing lying close by with each pickup, up to HaulScoopAtCap (10) more at the cap.
    • Cooking and Crafting: quicker loading of stations and faster crafting; a chance of an extra helping off the cooking station.
    • Hunting: shoots from further (HuntRangeBonusAtCap, 80% further at the cap), draws faster and aims truer - the game's own archery reads the villager's skill as it does a player's - and hits harder.
    • Fighting: hits harder and swings more often, blocks better and tires less. It grows from every blow landed and every blow taken in a fight.
  • Teach with trophies. On a villager's Skills tab, Teach next to a skill lets you hand over a trophy from your pack. It is used up and the villager learns from it: a little from a Meadows trophy, much more from each biome further on, and a great deal from a boss's (TrophyXpTier1–7, TrophyXpBoss).

Health, death and revival

A villager's health grows as it gets stronger. It starts at VillagerMaxHealth (50) and is multiplied by the armour it wears, the last meal it ate (while it is fed) and its overall skill (every skill's level added up) — so a veteran in good armour on a good meal takes an enemy ages to bring down. Healing grows the same way. The Skills tab spells both out, for example 620 = 50 × armour 2.4 × food 1.6 × skill 3.2. Every factor is a setting (HealthPerArmour, HealthPerFood, HealthPerSkillLevel, and the RegenPer… three), and HealthCap (100,000) and RegenCap (50×) are the ceilings.

  • Villagers have a real health pool (VillagerMaxHealth, 50) and heal while fed (HealFullSeconds; 0 uses the creature's own rate).
  • Death costs nothing. Its bag and gear locker go into the Kolony's ledger with it — nothing is dropped where it fell, however far from home. The death is announced, to the player it was following too. It falls as a body, not a puff of smoke - it crumples where it was struck, looking as it did, and lies there until it wakes at its bed (ReviveSeconds), then goes.
  • A fallen villager comes back at its bed after ReviveSeconds (two minutes of world time, which only runs while the game does), carrying everything it had, and still in its party. A villager without a bed wakes at the hearth.

Gear

Every villager has a gear locker separate from its bag: armour slots (head, chest, legs, cape, utility) and racks for weapons, shields, torches and tools. The bag is for cargo only.

  • They dress themselves. New villagers arrive naked and shop your registered chests for the best piece per slot - when idle, and after every job, at most once a minute, at home. With combat on that includes one melee weapon and one ranged weapon (bow, crossbow or staff) - the best of each - and the gear row says bow when one is missing. Neither is ever put back as spare, so an axe kept as the melee weapon beside a bow stays. Outclassed pieces go back to storage for the next villager.
  • The right hands at the right time. The job's tool while working, weapon and shield in a fight, a torch at night — one owner of the hands at a time.
  • A villager never takes the settlement's last tool. A spare axe or pickaxe in a chest is shopped; the only one is left for you.
  • Gear presets. Every job, every party and every party member can have one: per slot (melee, ranged, shield, helmet, chest, legs, cape, utility, tool), Automatic — the best they can find — or one particular item. A named item is fetched from your chests and used before anything "better". At home the preset of the job being worked applies; in a party, the member's own or the party's. A villager whose locker is full says so.
  • Gear on the villager's card shows it all, grouped, with Give and Take. Give gear hands over a piece from your inventory.

Getting around

  • Doors: a villager opens a closed door or gate in its way as it comes to it - any door but one that needs a key - and closes it behind itself a few seconds later (DoorCloseBehindSeconds) — only doors it opened, only when nobody stands in the doorway; one left open stays open.
  • Jumps: a hop over a knee-high lip (never into a beam overhead), and a deliberate step down when stranded above where it is going.
  • Headroom: a stroll, a work spot or the place a villager stands to reach something is picked only where a villager fits standing - never the low space under a raised floor or a stilt deck.
  • Stuck detection: a villager making no progress toward its destination for StuckGiveUpSeconds gives up and tries something else, and refuses that target for a while rather than walking the same impossible route again.
  • Small talk: villagers exchange a few words when they pass and greet a player who comes near. Rare on purpose.
  • Villagers with nothing to do go home and pass the time: two to five gather in a ring by a lit fire (or the hearth), chatting and laughing; at night they warm by the fire; some sit on a bench or the grass, some stroll. They look at their work again every 20 seconds, and real work pulls them away at once. Their words are seen by every player, not only on the machine running them.
  • Emotes: now and then a villager shrugs or stretches while idle, waves or bows to you, laughs in small talk, and cheers a kill or something it made. Everyone sees them. Rare on purpose, and never while working (Emotes and EmoteMinSeconds, see Villager life settings).

Where things are stored

Among chests your filters treat alike, one chest fills before the next. Each chest belongs to the place it stands nearest - the hearth or a work-area flag - and villagers use the chests of the place nearest them, always in the same order: nearest the hearth or flag first. The first chest in that order with room takes the item, whatever it already holds, and whoever is filing from wherever. Taking things out empties the last-filled chest first, so the front ones stay full. When goods end up behind anyway - several haulers at once, a chest that was open or out of reach, room made by something taken out - a haul job set to Tidy chests (or Both) moves them into the earliest chest of that place with room, so chests pack from the front. Contents are read even from chests nobody is near, so an item with nowhere to go is left where it is rather than carried to a full chest.

A bag holds only what it is for: what a hauler, tender or cook is delivering, its gear waiting for the locker, what it is mending with, and a little food. Anything else — a hunter's loot, a crafted item, the end of an interrupted haul, spare food — is filed by the villager itself, nearest chest first: at a break between jobs, once three-quarters of its bag is used, or after five minutes. When no chest has room for something - every chest is full, or none takes that item - the villager hands it to the Kolony's overflow. It is listed under Items, Overflow, a line per item with how many; plain goods have no limit, and gear is kept piece by piece up to OverflowGearCap (beyond it, a piece is left on the ground beside the chest it belongs in). What is held is not used by any villager. A Haul job set to Keep the overflow in balance carries it back into chests that have room, up to each item's limit - by hand, nothing moves it by itself. Select a line to Take out as many as you choose (a slider, or All) - into your bag, at your feet what does not fit - or Delete them for good (press twice). A villager never takes a chest back from a player who has it open.

Watching a villager

Watch on a villager's card follows it with the camera and shows a live card: what it is doing, its job, which step of the job it is on (or which reflex has it — resting, eating, fighting), what comes next on its list and how long the current turn has left, energy, food, health, stance, what it carries, where it is going, and its home. Tab cycles villagers, E opens the watched one's card, Esc returns.

Watching works at any range, including from a dedicated server: the ground the camera is pointed at is loaded while you look at it and let go when you stop, so a villager fighting a greydwarf two hundred metres out is a fight you can see rather than a person on an empty hillside. Your own character stays where you left it and nothing about what the world simulates changes. If the one you are watching dies, the camera comes back on its own.

The hover

Look at any villager: name and Kolony, what it is doing (with a diagnosis when it is getting nowhere — "no axe in any chest"), energy and food (red when starving), how kitted it is, and the keys that will work on it.

Settlers

Villagers are settlers, not just workers: each has a nature that sets its day and how it works, a mood with its reasons, memories, and - in the Patreon edition - friends, feasts and mourning. All of it shows on the villager's Life tab. How much of a life they lead beside their work is one setting, with every part adjustable (see Villager life settings).

Nature

Each villager is born with three traits (sometimes four), RimWorld style - good and bad mixed, never two opposites, at most one that sets its hours:

Kind Traits
Its day Night owl (works the night, sleeps 08-18), Early riser (two hours early), Light sleeper / Deep sleeper (an hour less or more sleep)
Work Industrious (faster, half the free time) / Lazy (slower, an hour more), Handy / Clumsy (builds and mends faster or slower), Jogger (walks faster), Green thumb, Strong back, Tidy, Curious
Others Kind / Abrasive, Sociable / Loner, Cheerful / Grumpy, Iron-willed (mood moves its work half as much), Neurotic (works faster, a little less happy), Brave / Timid, Homebody / Wanderer
Body Tough (a quarter less damage), Glutton / Ascetic (eats more or less; the ascetic minds no bed less), Hardy (minds no bed or a bare home less)

Hover a trait on the Life tab for what it does. Its nature is fixed and survives death. (Villagers from before 0.8.1 had two or three traits from an older list; each is given a new nature once, its memories, friends and skills kept.)

Their day

Each villager keeps the hours its nature gives it: up at 06:00, work until two hours before bed, free time (a seat first, the fire, company), asleep 21:00-06:00 - a night owl works the night and sleeps through the day, an early riser starts two hours early. Its Life tab shows its day ("works 06:00-19:00, free 19:00-21:00, sleeps 21:00-06:00") and its status says exactly where it is: sleeping until 06:00, sitting on a bench - free time until 21:00. With no bed it sleeps its hours by the hearth, resting slower and minding it. Work is never left for a mood, and fights and parties carry on. In both editions.

Mood

Mood walks toward what a villager's life is like, a little each hour: food and a good meal, rest, a bed of its own under a roof, a comfortable home (fire, chairs, banners near the bed), company, its nature, and what happened lately - a feast, a friend lost, an attack fought off. The Life tab shows the mood, every reason with its points, and what it would most like ("a bed of its own"). Mood only moves work speed - a happy villager works about a tenth faster, an unhappy one a little slower (MoodAffectsSpeed). Nobody takes a break for it, and nobody ever leaves. The morning report says when someone is unhappy.

Talking to them

Look at a villager and press T (TalkHotkey): it greets you, says how it feels and why, what it would like, and a word about a friend. Off work - in its free time or with nothing to do - villagers now and then speak up on their own, as often as SmallTalk says.

Villager life settings

Settings → Villager life (and 6 - Villager life in the config file). Preset sets everything; each part on Auto follows it, or says otherwise.

Setting Workers Light (default) Full
Schedule - the hours by nature on on on
FreeTimeAfterWork none 2 hours 3 hours
SleepWithoutBed - keep sleeping hours by the hearth on on on
Feasts (Patreon) never every 7 days every 5 days
Mourning / MourningSeconds (Patreon) off once a day, 45 s once a day, 75 s
SmallTalk / Emotes off rare normal
MoodAffectsSpeed on on on

Structures and their settings

Only placed, networked build pieces inside a Kolony's reach (the hearth's circle or any of its work areas) can be registered. Loose items and creatures cannot. A registered record stays visible if its object is destroyed or moves out of reach; it is marked and cannot be worked until you remove or repair it.

Registering:

  • Look at a piece and press Ctrl + \ - or open the panel: the Home card offers Register for what you are looking at.
  • Or Structures → + Register (the Nearby, not registered filter): everything in reach that could be registered, grouped by where it stands - Kolony, then each work area - and searchable. Tick as many as you like (Space; Ctrl+A all shown) and press Register N picked (Enter). It works standing in a work area far from the hearth too.
  • Press \ while looking at a registered piece to jump straight to its card.

The Structures list's Show filters by role (Storage, Tending, Crafting, Beds, Fields, Work areas), by Problems (not found, out of reach), by Paused, or Nearby, not registered; Ctrl + N opens + Register.

Changing several at once. Pick structures of one kind - chests with chests, stations with stations - and one page sets them all: in use or paused; for storage what they hold (Only these / All except lists), whether villagers may take from them and whether they take unclaimed things; for stations who works them, keeping each in its own fuel and when, what to feed them (each gets only what it takes), what to carry and how full to keep them; for benches mending. Storage shares are set for all of them too (count Limits stay per chest). Beds, fields and flags share only in use / paused. Up to 64 at once.

  • On the list: tick the box on each row, or Space on the highlighted row; Ctrl + A picks every row shown (filter to Storage first to pick every chest).
  • Out in the world: Ctrl + Shift + \ starts picking - a card on the left lists what is picked - then \ on each structure picks or unpicks it. Ctrl + Shift + \ again finishes and opens the page for all of them.

Every structure's card has a tab for each role it plays, and About: its name, what it is used as, and Unregister (asks in a dialog; the piece stays standing; works from anywhere). A Paused switch at the top of every tab stops villagers using it without forgetting how it was set up.

Storage (chests and anything with an inventory)

  • Holds: Anything, Only these categories, or All except these categories — chests take categories only, never single items. Villagers file matching things here and carry mismatches elsewhere. Both lists are kept when you switch; the one not in use is shown dimmed.
  • What no chest takes, or no chest has room for, goes to the Kolony's overflow - hauling never leaves it lying. The overflow says what to do about each item (see Items, Overflow).

Bed

  • Sleeps here: which villager (or nobody). A bed cuts rest from 10 hours to 4.

Field (registered hoed ground)

A field is where Farm jobs grow; what is grown is listed on a Farm job.

  • A field is hoed ground registered for villagers - the way a chest is registered, with no stake: hoe a patch, look at it and press Ctrl + the structure key. The patch becomes a field sized to fit it ("Field 3 registered - 9 m"); the same keys on its ground open its card. Holding a hoe or a cultivator shows a ring round each field nearby. Villagers with a Farm job sow and reap it as its card says.
  • Hoed ground you do not register is yours: no Farm job works it, and Forage jobs leave crops somebody planted alone (ForagePlantedCrops, off by default).
  • Turn a field's ground back to grass and the field goes by itself (FieldGoesWhenRegrassed, on by default). Kolony Field stakes from an older version become fields by themselves; the stake goes and its 3 wood lands in the overflow.

On its card:

  • Villagers sow On / Off and Villagers reap On / Off - like a chest's settings: a field you plant yourself and let them harvest, or one they plant and you harvest.
  • Only these crops (optional): a field set aside for some crops - flax only, say. Empty, it takes any listed crop that grows in its biome.
  • Size of the circle, 4 to 32 m.
  • Now: its biome, what is growing, ripe and free, and squares left alone for a while (a rock, a wall, a pond, ground that would not take a plant).

Marks

Shift + \ floats a mark over every registered structure, so you can tell the Kolony's chests from everyone else's at a glance.


History

History shows what the Kolony did, one in-game day at a time, for the last seven days - the days on the left, the chosen day on the right:

  • A line of the day's big numbers — collected, put away, used, made, eaten, jobs done.
  • Collected (picked up), Harvested, Put away, Taken from storage, Used up (craft materials, fuel, ore, cooking ingredients, seeds), Made (crafted and cooked) and Eaten — each with its biggest entries and All › for the rest.
  • By item (the By activity / By item switch at the top of a day) — one line per item: everything done with it that day, and what your chests gained or lost. Nine ore taken out of a chest and smelted show as one line ("taken from storage 9, used up 9", chests −9), not as nine under each of two headings.
  • Work done — each villager and the jobs it finished, how many times; › shows that villager's own day. A villager's card has its own history too.
  • What happened — deaths, revivals, hires, members joining or leaving, expeditions setting out, skill level-ups and new bases.

It is counted where the villagers run and kept with the Kolony, so every player sees the same history, from anywhere. Each section shows its six biggest entries before All ›; a day keeps up to 60 per section and a villager's page eight, and anything past that is counted under Other things, so the totals stay true.

The morning report. When you join a world, and each morning after, a few lines in the corner say what your Kolony did the day before — the totals, the biggest things put away, the hardest worker, and who fell or came back. A day the Kolony did nothing says nothing. Switch it off with MorningReport.


Waiting on

When villagers run out of things to do, the panel's Home lists what they are waiting on: every reason once, the most serious and then the commonest at the top: Repair: no hammer, Make: none of the 8 foods it takes in any chest, Gather: it is outside where this job works (3659). Select one for how many are waiting on it and who.

It is the settlement's shopping list. The line disappears on its own as they find work again.

Stock

Each base has its own list (Items → Stock; + Limit adds a line, Copy from › replaces this base's list with another base's). Per item:

  • Stop at - every job stops at this many: choppers, miners, foragers and hunters leave what would bring more, stations stop taking what makes it, benches stop making it, and haulers leave it lying once the chests hold that many. Stop at 5000 Wood is set once, not on every job. Counted as what is stored, carried and lying about the Kolony - never what is still inside a station.
  • Keep back - villagers never take the store below this many, so keep back 2 Bronze Axe leaves them the third and never the last two. It holds everywhere a villager spends the stock: tools, weapons, gear, food, crafting materials, and fuel - keep some Wood back so a cold night does not empty the woodshed.
  • Repeat (once Stop at is set) - Keep this many, or Make them once and stop.

A crafting bench still says what it makes and in which order; how many comes from here, and an item with no limit is not made. Older per-job and per-station limits were moved onto the list the first time the server started with this version.

Each row shows what the base holds against its Stop at as a bar ("keep N" when only keep back is set), so the rule can be checked at a glance. An item's page also lists Made at: the benches and stations that make it. Clear limit removes the line (asks twice, undoable).

Items → Limits is the one place limits are set, per base: every item the base has - its chests, its villagers' bags (not the gear they wear), out with a party or not, and the Kolony's overflow - and every item with a limit, each as have / limit or no limit, with the limit typed right on the line. Show All, At limit, Below limit or No limit; hover a line for where the count comes from. Craft orders, stations, jobs and fields only show the limit and open it here.

Items has three more views: In chests (what each base holds, all hearths together or one in focus), Categories (below) and Overflow - what no chest takes or has room for. Each overflow line says what to do: in no category (Add to a category ›), no chest takes it (Give a chest › adds its category to a chest you pick), its chests are full, or Move to file it now. Villagers also fetch from the overflow when no chest has what they need, walking to the nearest hearth to take it.

Item categories

Categories are yours alone: none come built in, and any can be deleted. **Items → Categories →

  • New** makes one; Change › on its card sets what it holds (an item may be in several). Each category's page says which chests and jobs name it (Named by); deleting one takes it off every chest and job that named it. An item in no category goes only into chests that take Anything - otherwise to the overflow. Wherever such an item is listed - the overflow, Limits, the Kolony's chests, an item's card, a chest's card (In this chest, in no category) and the Categories list (Held, but in no category) - Add to a category › (or + Category) puts it in one, or makes the category on the spot. Saved in their own file beside the config (com.kuku.kukolony.categories.cfg); on a server the host's is used.
  • Chests take categories; jobs' Which items and Never handles take categories and single items.
  • A category with items that no registered chest is marked to store (named on its Only these list) reads no chest stores it in the Categories list; its card says so, with Give a chest ›. Its items still go to a chest that takes Anything, or the overflow - the label is only a reminder.

Jobs

A job is named work a Kolony owns; a villager runs a queue of them. A job with a list of items (Gather, Make, Farm, Tend, Herd) has two tabs at the top of its card: Items, the list - one row an item, with its state, its crew and its limit - and Settings, everything else, never pages behind a long list. Every job has:

  • Name.
  • Places (Change ›, Where it works): the Kolony (its hearth's radius), and/or any of its flags, in the order you choose — the job works the first place with anything to do and moves on when that place is done. Reach (shown once a place is named) overrides each place's own; Use each place's own puts it back.
  • Walking past: when villagers report work outside its places, a note says so, and Work everywhere points the job at every place at once.
  • Gear (Change ›): a gear preset for whoever works it.
  • Each line's limit, on the line: Gather, Make, Tend and Farm show what the Kolony has against its limit
    • 21 / [20] - and −/+ change that limit right there: the same limit as Items → Limits, for every job. 0 is no limit (made or gathered without end). Herd's lines show how many to keep instead.
  • Choosing items: Change items › lists what the job can take on; a long list has filters over it - Make by station and kind (Forge, then Weapons), Gather by how (Mine, Chop, Pick, Hunt) and biome, Tend by station, Farm by biome - each with how many it holds. All shown (Ctrl+A) picks everything the search and filters leave - every ore of the Black Forest in one press; pressed again, it takes them out. Every chooser that picks several things has it.
  • Copy from › (Items tab): adds the items another job of the same kind lists, after its own.
  • Stops at (Stock ›) on Farm and Tend; Set up on (Stations ›) on Farm. Every job judges a limit by what its work gives - a deer by its meat and hide, a seed by its crop, an ore by its bar - and stops once all of that is met.
  • Who runs this: the villagers who have it, as names; ✕ takes it off one (undoable) and + Add villagers puts it on the end of theirs.
  • Duplicate makes another job like it - every setting and item, named Gather 2, run by nobody yet (undoable). Delete job (asks twice, undoable).

The Jobs list's Show filters by kind, or Nobody runs. Tick several jobs (Space; Ctrl+A for all shown) to change them together: their Places, their Gear, Give them to villagers in one go, or Duplicate or Delete them all.

Two kinds, chosen from + New job: Haul and Gather. The rest are work in progress on Patreon (see Work in progress). PlanBuild (listed as requires PlanBuild until it is installed).

Haul

Loose items on the ground go to the chests that take them, and chests are kept sorted. Which items and Never handles filter by item or category. What to do picks the work: Pick up (the ground and crafters' bags), Tidy chests (moves mismatched contents between registered chests - wood from the overflow chest into the one that names Wood) or Both, one chest trip after every delivery from the ground, so chests are sorted even while the floor never clears; Fill the bag before delivering makes a round trip worth the walk. With tidying on, Keep the overflow in balance carries what the chests hold of an item above its Limit (Items → Limits) to the overflow at the hearth - 200 Deer Soup with a limit of 20 leaves 20 in the chests - and brings what the overflow holds back into chests with room, only as the chests run below the limit (the item reads at its limit). A villager never re-takes what it just put down. Haulers take what matters first: anything about to vanish (dropped items the game would delete within the hour), then what a smelter, bench or kitchen is waiting on, then the pile worth the walk - and two haulers never race for the last room in the same chest.

Hauling takes everything its filter allows - a stock limit stops gathering and making, never hauling, so nothing is left lying; what no chest takes or has room for goes to the overflow.

Hauling no longer picks: berries, mushrooms and the like are a Gather job's items. A Haul job that foraged in an older save hands its picking to a Gather job of its own, named after it (Haul - picking), placed next to it in every villager's list - nothing that used to be picked stops.

Gather

Say what you want; it works out how. A Gather job is a list of items — Wood, Copper Ore, Raspberries, Raw Meat — chosen from everything the world gives. Each line says how it is got: Mine - Iron Pickaxe or better, Chop - Bronze Axe or better, Forage - by hand, Hunt. Nothing listed: nothing to do.

Every way the world gives it. An item can come from more than one place, and its line tries each in turn: Leather Scraps are hunted from boars, then mined from the mud piles in Swamp crypts; Stone is mined, then picked up, then got from greydwarfs. Rock found only in crypts and ruins comes after the animals that drop the same item. A way that finds nothing hands over to the next one at once, and when none finds anything the line says what each one found: hunting: no game in Meadows for now; mining: nothing here to mine gives it. The chooser's How filter lists an item under every way it has (Leather Scraps under both Hunt and Mine), and each line reads Hunt - with whatever weapon they have, then Mine - antler pickaxe or better. Mine, Chop, Forage and Hunt are no longer jobs of their own; an older save's Mine, Chop and Hunt jobs are Gather jobs now, with the items they gathered (every ore, every wood its trees give, every animal's item).

Mining, in every land. A vein, a deposit or a crypt's scrap pile is mined from scratch - the villager fetches the pickaxe it needs (iron for silver), breaks it, then works the pieces. A vein under the ground is dug to first, a few digs at most and never beside anything you built. Rock of the Mistlands (giant bones: soft tissue, black marble), the Ashlands and the Deep North is mined when a line asks for what it gives; ruins, walls and furniture never are. In a crypt or cave, villagers following you work what is in there with you - on your floor only - and never wander into one on their own.

  • Limits steer it. Each line shows the Kolony's limit for its item (40 / [200], set right there) — an item at its limit reads enough and gets nobody until stock drops. No limit: gathered until storage and the overflow are full.
  • The crew spreads out. Villagers on the job go evenly over the items that have work; when hands are short, the item furthest below its limit comes first. A villager keeps its item until it runs out nearby, reaches its limit, or it lacks the tool - so nobody swaps axe for pickaxe all day. The card shows who is on what (Copper Ore ×2 · Wood ×1).
  • Where: the job's places, in your order, as for every job; an item none of them has reads none in this job's areas and is asked again after a few minutes (things grow back) or when you change the places.
  • Tools per item. A copper line takes a pickaxe good enough for copper, a fine-wood line a bronze axe; each is fetched from the chests when the line is chosen, and a villager keeps every tool its job's items take, so moving from copper to wood is a swap in hand. An item nobody can work says so: needs an Iron Pickaxe - none in the Kolony. The better-tool swap at the start of a turn works as before.
  • Leave nothing on the ground (ticked by default): everything that falls from what they break, fell, pick or kill is picked up - not just the items listed (copper also gives stone, a pine wood and resin)
    • and goes in a chest that takes it, or the overflow. Unticked, they pick up only the listed items and the rest waits for a Haul job.
  • Also hunt (shown with combat on): items animals give are got by hunting them too, with the job's gear and each villager's stance. A hunter fetches a bow, shoots game from HuntShotDistance (25 m), and gives up on prey it cannot catch after twenty seconds. Deer and hares run from anyone on foot, so without a bow a hunter goes only after what stands and fights: an item that only runners drop (Deer Hide) passes its turn at once with the game here runs - it needs a bow, while Leather Scraps are still got from boars. With nothing in sight a hunter roams the job's places for a minute at most, then the next item gets its turn. Each turn of hunting breeds game on the job's ground straight away, from the game's own spawn lists and only animals that drop what the line asks for (boars for Leather Scraps, not greylings); while it hunts, the ground goes on breeding slowly (HuntLoadsWildlife, HuntSpawnEnabled, HuntSpawnCap, HuntSpawnSeconds). Nothing is bred for a villager on other work. Unticked, they are got only the other ways, and items only animals give are skipped.
  • Also clear stumps, bushes and loose rock (off by default): those are broken too whenever they give a listed item. Off, wood comes from trees and logs, stone and ore from veins and deposits. Logs are cut up before new trees are felled.
  • Leave standing (with a chopped item): never fells the last that many trees of a place.
  • What they are on shows everywhere: the villager list (Gather · Copper Ore), the card's Gathering row and the hover (Copper Ore - mining).

Farm

List the crops you want; the farmers work out which field, which square and which seed. Choose from everything the world's plants give (Carrot, Turnip, Onion, Barley, Flax, Jotun Puffs, Magecap...); each line says what it is sown from and where it grows.

  • Limits steer it, counting what is already growing: a crop at its limit is not sown (adding one with no limit sets 50). Crops take turns, and the farmers spread over them.
  • Reap first, always: anything ripe in the job's fields - listed or not - is picked straight into the farmer's bag, never left on the ground, and filed with the bag (a chest, else the overflow).
  • Square by square, tilled ground first: the farmer walks to each square and plants with the game's own check - seed is spent only when the plant takes. Farmers do not till on their own: crops that need tilled ground go only where you have tilled, unless Break new ground is ticked (off by default), when they hoe it themselves. A square that will not take, cannot be reached or broken is left alone ten minutes; it never writes the field off.
  • Seed keeps itself: a listed crop's seed is kept back on the Stock list (at least 10, editable), so making and cooking never spend it; below that, the plant that gives the seed is sown first (seed carrots from carrots). A crop with no seed anywhere is passed over for one that has some.
  • Each line says what stops it: enough (40/50), needs Carrot Seeds, no field where it grows (Plains), no field takes it, the fields are full, no tilled ground free - till some, or tick Break new ground.
  • Older saves: a Farm job lists what its fields grew, and each field keeps its crops as its only these.

Build

Needs PlanBuild (optional - without it, + New job lists Build as requires PlanBuild and says how to get it). Plan with PlanBuild's Plan Hammer, or place a whole blueprint with its Blueprint Rune, on the Kolony's ground, and the Build job raises it from the Kolony's chests - foundation first: a piece is built only once PlanBuild says it would stand there, stone before wood, the lowest first, and nothing near a piece just built goes up until the ground has settled.

  • Plans inside a Plan Totem's reach are the totem's: villagers carry what its plans still lack (net of what it already holds) into its chest, and the totem builds them itself while you are near. Alt + Use switches a totem off; a switched-off totem gets nothing. A totem needs no registering.
  • Any other plan a villager builds itself, as a totem would: it fetches the materials (a few plans' worth of each, so a wall of planks is not a trip a plank), gives them to the plan with a hammer and raises it. It works from up to 8 m away - a roof from the floor below - and never builds a piece where somebody stands (it steps out of the way itself).
  • The workbench rule is vanilla's: a piece needing one is built only with one in range. A plan waiting says why on the hover - waiting for support below, no workbench near what is planned, needs Wood - none in the chests.
  • PlanBuild must be on the server too, for a dedicated server's totems to build.

Getting nowhere: any job that finds nothing to do says so on the hover and the watch card — "none of the 8 foods it takes in any chest", "no pickaxe" — and after IdleWarnSeconds the panel's Home lists it as Stuck. A villager with nothing on its list (or only deleted jobs) is listed as No work. A villager whose whole list came up empty names the job the reason belongs to: "Gather: it is outside where this job works (1932)" - and keeps saying it while it passes the time: "strolling - Build: no workbench near what is planned (43)", "sitting on the grass - nothing on its work list". A villager resting because it is tired says so: resting, tired.


Work lists and turns

A villager's Work tab is its list of jobs, in order — Haul, Make, Gather — and the order is the priority. + Add job opens a picker over the Kolony's jobs: what is chosen shows as numbered chips in order, to move or remove; each row on the tab has ▲ ▼, Edit › and ✕. The list holds job identities, so editing a job on the Jobs page changes it for everyone running it.

Pick several villagers on the list (tick boxes, Space, Ctrl + A) to give them work together: Choose… the jobs, then Add to N work lists keeps what each already has, Replace N swaps the whole list (asks twice, or in a dialog when some are too far away to undo). Every Kolony starts with one job of each kind, so there is always something to pick from.

The list loops, in turn - nothing is favoured:

  • One item, then the next job. Each turn a villager works one item of the job whose turn it is - a small batch of it (BatchSize, 5: up to five trees, rocks or picks for Gather, up to five crafts in one trip for Make; one load, square or feeding for Tend, Farm and Herd; one trip for Haul, Repair and Build) - then the next job in its list gets a turn. Next time round, that job works its next item: Gather Wood, Make Axe, Gather Copper, Make Bow, Gather Berries...
  • Each villager starts at a place of its own in its list and in each job's items, so a crew given the same list spreads out by itself - and a villager whose next item someone else on the job is already on takes the item after it (if every item it can do has someone, it joins one).
  • A turn ends sooner when the bag is full, materials or a tool run out, the item reaches its limit, or there is none near. An item that cannot be done now is passed over at once - the next one is tried in the same moment, and the hover says why the passed one waits.
  • Gear up for the whole list: at home, before work, a villager fetches every tool its list needs - an axe for wood, a pickaxe that breaks the hardest ore listed, a hammer to build or mend, a bow to hunt - and keeps nothing else: a tool its list no longer needs, or a weaker spare, goes back to the chests.
  • A job that keeps reporting progress but finishes nothing for two turns while standing still is handed over (one walking to far-off work is not), and a job that breaks ends its turn. Nothing holds a villager for ever (PresetTurnSeconds is that safety bound).
  • A job that can do nothing now (no tool, everything at its limit) hands its turn to the next job at once. A full lap where nothing was possible pauses four seconds rather than spinning.

The watch card shows the current step, what comes next, and how long the turn has left.




Work in progress - early access on Patreon

Patreon supporters are testing these now; in the free panel each is shown, marked WIP, and asking about it says what it is. https://patreon.com/KuchukboromDebbarma286

  • Repair - villagers mend worn walls, roofs and stations with a hammer.
  • Tend - smelters, kilns, windmills, spinning wheels and fires kept fuelled and emptied; honey and sap.
  • Make - crafting at the benches and the cauldron, cooking at grills and ovens, mending worn gear and upgrading it.
  • Herd - tamed animals fed, eggs collected, herds kept at the size you choose.
  • Parties - take villagers adventuring, give them roles, send them out on routes.
  • Boats - villagers sail with you, crew and steer, follow lanes and moorings.
  • Combat - villagers fight beside you, defend the settlement and hunt.
  • Work flags - claim ground far from the hearth and send jobs there.
  • Many Kolonies - more than one Kolony in a world.
  • Settlers' lives - friends, rivals and partners, feasts and mourning at the hearth.
  • Sea raids - raider ships that hunt you on the open Ocean, kitted as well as your crew.

The map

  • Every settlement has a pin with its name and population; every villager has one labelled with what it is doing, updated as it moves, even when unloaded. Clicking either opens it.
  • Work flags a job points at are pinned, named after the job.
  • Icon says what a thing is; colour says whose it is: every pin a settlement owns shares one colour hashed from its name.
  • These pins are never written to your save, and only a Kolony's members see them.
  • A party out on its own has a pin where it is, its zone drawn as a circle and its route as a line. Click the pin for its card.
  • What a party finds is pinned as a pin of your own, saved like one you placed.

Off-screen simulation

The colony keeps working when nobody is there. The server keeps a halo of zones loaded around every villager away from players (VillagerHaloRings — 2 rings = 25 zones) and every registered structure, so distant villagers keep genuinely moving, hauling and trading. A party member beside its player holds none: your game already has that ground.

  • KeepAliveMaxZones caps the total (0 = no cap; reaching the cap is logged).
  • KeepAliveFilterObjects loads only what the Kolony needs in held zones — villagers, buildings and registered structures, loose items, creatures within reach of a player or of a party out on its own, and the berry bushes and crops a foraging or farming Kolony needs growing. Trees, logs, stumps, ore and boulders are built one at a time, only while a villager is working that one, so a distant outpost costs a handful of objects instead of its whole forest. Off-screen, villagers walk through unbuilt trees rather than around them; anywhere a player is standing, everything loads as normal. Switch this off to load everything, exactly as before.
  • KeepAliveEmptyGraceSeconds: after the last player disconnects, the world keeps running this long, then pauses until someone returns. While it is paused the villagers are put away with it, and come back where they were.
  • KeepAliveWhenEmpty: on a dedicated server, the Kolonies keep working with nobody online - the grace above never ends. Off by default; on costs the server its CPU while it runs.
  • A travelling villager more than TravelObservedRange from any player covers ground unseen rather than walking a navmesh nobody has loaded.

Multiplayer

  • Every player and the server need the mod, at the same version. On a dedicated server the server runs every villager, party members included, wherever they are; your game shows them.
  • World settings are the server's. Food, rest, claims, keep-alive, combat and the rest are sent to every client on join and locked there; only an admin may change them while connected, and only through a config manager - the Kolony panel shows them read-only. Keys, panel size, the morning report, the log interval and the network limits stay yours.
  • Two players near one kitchen no longer fight over it: a machine that loses a station it was loading waits a few seconds before taking it back, so the two take turns.
  • A Kolony is one settlement for everybody. On a server every edit goes through the server, so any member can manage their Kolony from anywhere and everyone sees the same thing. An edit made from a copy someone else changed a moment before is refused with a note, and the panel shows the fresh copy so the next try works. A change waiting on the server shows sending….
  • Trades, hires and hand-overs go through the server and are checked there; nothing can be lost or doubled between a player, a villager and a chest. A villager never writes a chest a player has open.
  • From anywhere: the Kolony panel, the structure key and hover at an outpost, a flag's card, a party member's record and far map pins all work without the hearth being near you.
  • Dedicated servers are supported and were the deployment used during development. Crossplay joins work; if a crossplay player is dropped shortly after joining, raise JotunnSendQueueBytes / JotunnSendTimeoutSeconds on the server.

Settings

Settings in the panel opens with About Kukolony - the version, the edition, the Patreon link with Copy link, and in the free edition what is being tested there. Below it, every entry (except the developer ones and the Kolony limits, which stay in the config file) grouped by section, with a search over all of them: a check box for switches, a slider with the number typed beside it for ranges, a choice for options, text boxes, and press a key for the hotkeys. Reset puts a value back to its default (undoable), and a setting's description is on its name when you hover it. Changes save to the config file at once. Entries marked (world) are the server's when you are on one, shown but not changed here - that is every entry below except the hotkeys, PanelScale, MorningReport, ActivityLogSeconds and the Network ones, which are always yours.

Section Setting Default What it does
Kolony ColonyScreenHotkey [ Opens the Kolony panel.
Kolony PanelScale 1 How big the Kolony panel's text is drawn (0.75-1.75). The panel fills most of the screen at that size. Yours, not the world's.
Kolony MorningReport Yes When you join and each morning, a few lines on what your Kolony did. Yours, not the world's.
Kolony PartyScreenHotkey ] Opens Parties, on the party out with you. With Ctrl, calls your party aboard the boat you stand on; Ctrl+Shift sends it ashore; Shift halts your party's voyage.
Kolony StructureScreenHotkey \ Opens what you are looking at; with Ctrl, registers it first; with Ctrl+Shift, starts or ends picking several.
Kolony MarkersHotkey \ With Shift, toggles the registered marks.
Kolony KolonyRadius 96 A hearth's reach in metres. Wider keeps more of the map loaded.
Kolony KolonyRadiusCeiling 1024 The most a hearth's reach may be set to; an admin lowers it to cap Kolonies.
Kolony FlagRadius 48 A new flag's reach.
Kolony NewVillagerCost 50 Coins to hire. 0 is free.
Kolony VillagersOpenDoors / DoorCloseBehindSeconds on / 4 Doors in the way, and closing them after.
Kolony VillagersJump on Hops and step-downs when stuck.
Kolony VillagersSmoothTurns / VillagersStepGuard / VillagersStepAround / VillagersWalkStraight on Smoother turns; no step into lava, off a long drop or into deep water; stepping round what is in the way; straight to a spot close by.
Kolony VillagerNavmesh / VillagerNavLinks / VillagerNavRefresh on The villagers' own navmesh, with stairs and ladders on it, re-read soon after building near a walk.
Kolony VillagerNavThroughDoors / VillagersDoorRoutes on Routes through shut doors they may open; looking for a door when there is no way.
Kolony VillagersReachFromShape on How close villagers come to a chest or station, from its size; off, the old fixed distances.
Kolony VillagerTraits / VillagerMoods / VillagerTalk on Natures, moods with their reasons, and talking about their lives (see Settlers).
Kolony VillagerSeaTalk on A ship's crew keep a lookout and call what they see (see Boats).
Kolony TalkHotkey T Talk to the villager you look at. Yours, not the world's.
Kolony VillagerRelations on Friends and partners (Patreon edition).
Kolony EmoteMinSeconds 45 The shortest gap between one villager's emotes.
Villager life Preset and its parts Light How much of a life villagers lead beside work - see Villager life settings.
Kolony OverflowGearCap 500 Pieces of gear the overflow holds; plain goods have no limit.
Villagers GoHomeRadius 8 How far a villager drifts from home before walking back.
Performance VillagerFarThinkSeconds 0.5 How often a villager no player is near thinks; it keeps walking between. 0: every step.
Performance VillagerNearMeters 40 How near a player counts as watched.
Performance VillagerThinksPerStep 12 The most villagers thinking in one frame; the rest take their turn next frame. 0: no limit.
Performance PathPlansPerFrame / SweepsPerFrame / CharacterScansPerFrame 4 / 1 / 4 Route plans, ground sweeps and looks round at every creature, at most per frame. 0: no limit.
Performance NavGridMode (9 - Development) Off Shadow: a fine grid of the ground planned beside each short walk and compared in the log. For testing.
Performance CpuProfileEveryMinutes 0 Times the mod's busiest methods every so often and logs them; the console's kukolony_cpu does it once.
Jobs ResourceScanRadius 96 How far from a hearth or flag to look for trees and pickables.
Jobs ForagePlantedCrops off Whether Forage jobs pick crops somebody planted; off, crops are farmed only in registered fields.
Jobs FieldGoesWhenRegrassed on A field whose ground is all grass again is removed by itself.
Jobs StuckGiveUpSeconds 60 No progress for this long → give up the trip.
Jobs ClaimsEnabled / ClaimTtlSeconds on / 30 Villagers reserve what they work on, for this long.
Jobs PresetTurnSeconds 120 Longest one work-list entry keeps a villager. 0 = off.
Jobs IdleWarnSeconds 300 Finishing nothing for this long is reported.
Off-screen KeepAliveEnabled on Colonies work with nobody near.
Off-screen VillagerHaloRings / SeaHaloRings 2 / 5 Zones held around each villager, ashore and at sea.
Off-screen KeepAliveMaxZones 0 Cap on held zones (0 = none).
Off-screen KeepAliveScanSeconds 4 How often unloaded villagers are swept for.
Off-screen KeepAliveEmptyGraceSeconds 600 Run-on after the last player leaves.
Off-screen KeepAliveWhenEmpty off Keep the Kolonies working on a dedicated server with nobody online.
Off-screen KeepAliveFilterObjects on Load only what the Kolony needs in held zones.
Off-screen VillagersAlwaysLoaded on Villagers are sent to every player and never unloaded, so far-off villagers stay visible.
Off-screen TravelObservedRange 96 Nearer than this, a traveller walks; farther, it covers ground unseen.
Work EnergyPerAction 2 Energy per action.
Work TiredBelow / RestedAbove 20 / 70 Rest thresholds.
Work BedHoursToRest / HearthHoursToRest / GroundHoursToRest 4 / 10 / 20 In-game hours to recover, by where.
Work FoodDrainRate 0.5 Food burn while working, × real time.
Work FedCapSeconds 1800 Seconds of food a villager can hold.
Work HungryBelowSeconds 600 Goes to eat below this.
Work StarvingGraceSeconds / StarvingKills 1800 / off How long with nothing before it dies, and whether it does.
Work ChopSwingSeconds 4 Seconds between axe blows for a novice; Woodcutting shortens it.
Work MineSwingSeconds 4 Seconds between pickaxe blows for a novice; Mining shortens it.
Work OnlyKnownRecipes on Crafting orders limited to what you have discovered.
Work ComfortMatters on A comfortable roofed room rests villagers faster, in vanilla comfort proportion.
Work PartyLeashDistance / PartyComfortDistance 12 / 4 Following distances.
Work PartyWorkRadius / GleanerStandOff 28 / 6 Party work reach, and what is left at your feet.
Work PartyWalkMeters / PartyTravelMaxSeconds 150 / 90 Walk to you within this; beyond it, travel for at most this long.
Work PartyLeaderGoneSeconds 120 How long a party waits for a player who logged off.
Work PutAwaySetAsideSeconds 300 How long something no chest will take stays in a villager's bag before it is tried again.
Work CampFirePiece / CampStandOff fire_pit / 4 An expedition camp's fire.
Work SupplyRunThreshold / SupplyRetrySeconds 0.8 / 120 When a ferry run leaves, and the retry after an empty one.
Combat CombatStyle Vanilla Vanilla AI or Direct, mod-driven fights.
Combat SettlementDefence on Villagers fight at home.
Combat DefensiveReactDistance / AggressiveSeekDistance 15 / 24 Stance ranges.
Combat RangedReactDistance 30 How far a villager with a ranged weapon meets a hostile, anywhere.
Combat HuntShotDistance 25 How far a hunter with a bow shoots game from.
Combat HuntLoadsWildlife / HuntGroundRings on / 1 Creatures come alive around a working hunter, this many 64 m rings out.
Combat HuntSpawnEnabled / HuntSpawnCap / HuntSpawnSeconds on / 4 / 90 A hunting place breeds game from its biome's list, up to the cap, at most once per interval.
Combat VillagerArrowsHitDirectly on A villager's arrow lands on its target when the line is clear.
Combat VillagerMaxHealth / HealFullSeconds 50 / 0 Base health - armour, food and skill multiply it (see Skills) - and heal time (0 = creature's own).
Combat SeaRaids true Raider ships hunt players sailing the open Ocean - kitted as your crew (or you, alone), as many, the same kind of ship. Patreon.
Combat SeaRaidChancePerMinute 0.1 Chance of a raid per minute at sea, away from land and home, past the cooldown.
Combat SeaRaidIntervalMinutes 5 The least time between raids on the same player, in minutes.
Combat ReviveSeconds 120 World-time seconds before a fallen villager wakes - and how long its body lies.
Skills SkillsEnabled on Villagers learn by working and grow tougher with armour, food and skill. Off: no experience, plain base health.
Skills SkillXpRate 5 How fast villagers learn (0-100).
Skills SkillLevelCap / SkillXpBase / SkillXpExponent 100 / 10 / 1.5 Highest level; what the first level costs; how steeply each next one rises (base × (level+1)^exponent).
Skills SkillWorkBonusAtCap 3 How much better a master works than a novice (3 = four times as fast at the cap).
Skills HealthPerArmour / HealthPerFood / HealthPerSkillLevel 0.02 / 0.01 / 0.05 Health multiplier per armour point, per point of the last meal's health, per total skill level.
Skills HealthCap 100000 The most health a villager can have.
Skills RegenPerArmour / RegenPerFood / RegenPerSkillLevel / RegenCap 0.01 / 0.02 / 0.02 / 50 How much faster a villager heals, the same way; at most RegenCap times.
Skills TrophyXpTier1…TrophyXpTier7 / TrophyXpBoss 0, 20, 50, 120, 300, 700, 1500 / 15000 Experience a trophy teaches a villager who studies it, by biome tier (Meadows to Ashlands), and a boss trophy.
Skills HaulScoopAtCap 10 Extra items of the same kind lying close by that a master hauler takes in one go (0-100).
Skills HuntRangeBonusAtCap 0.8 How much farther than HuntShotDistance a master hunter shoots (0.8 = 80% farther).
Expeditions ExpeditionsEnabled on Parties can be sent out on their own, and on routes.
Expeditions ExpeditionsAtOnce 2 How many parties one Kolony may have out at once, routes included. Each keeps its ground loaded on the server.
Expeditions ExpeditionRadius 48 A zone's radius when none is chosen (24–96).
Expeditions ExpeditionMaxDistance 3000 The longest route, in metres of walking one way.
Expeditions ExpeditionSpeed 3 How fast a zone travels, metres a second, while everyone is with it.
Expeditions ExpeditionFullAt 0.8 How full a gathering party's bags are when it turns for home.
Expeditions ExpeditionMaxDays 3 In-game days out before a party comes home by itself.
Expeditions ExpeditionFindMeters 1500 How far from its base a gathering party sent without a route looks for where to go (explored ground).
Expeditions ExpeditionSearchMeters 300 How far round the end of its route a gathering party looks once what it came for runs out.
Expeditions ExpeditionRestedEnough 0.6 How rested everyone must be to go on without re-pitching a destroyed fire.
Release MaxKolonies 0 The most Kolonies a world may hold; 0 for no limit.
Release ColonyReplaceCooldownMinutes / CooldownOnAnyLoss 1 / on The hearth-loss cooldown.
Logging ActivityLogSeconds 30 How often a villager's activity is logged. 0 = every change. Yours.
Network JotunnSendQueueBytes / JotunnSendTimeoutSeconds 250000 / 300 How much a busy player's connection may queue, and how long it is waited on before a disconnect - raised for crossplay. Yours.
Development DebugSpawnEnabled, VerboseTendLog, VerboseHaulLog, DebugProbeEnabled, DevGalleryEnabled, Benchmark… - Developer tools, hidden in the panel. Leave them as they are.

Console commands

For single-player and whoever hosts the world - they run on the host and act around the host's own character, so a player connected to a dedicated server cannot use them - except kukolony_claim, which any admin can type from anywhere. (cheat) commands need devcommands.

Command What it does
kukolony_claim An admin, standing at a hearth, joins its Kolony without an invitation.
kukolony_expedition [metres] [scout|gather|patrol|guard] Sends your Kolony's first party that far straight ahead of you (300, scout) - a way to try one without the map. (cheat)
kukolony_route <item> [amount] [keep there] Has your Kolony's first party carry that item (its prefab name, e.g. Wood; 50 a trip unless given) from the base you stand at to the nearest other base, again and again. (cheat)
kukolony_recall Calls home every party your Kolony has out. (cheat)
kukolony_panel Opens the Kolony panel, the same as [.
kukolony_where Lists what each loaded villager is doing and how far away it is.
kukolony_unstick Lets go of any input the mod is holding, if your keys ever stop answering.

Good to know

  • Villagers eat only from registered chests. No registered food is the most common reason a new colony stops.
  • Tools live in chests. Chop needs an axe, Mine a pickaxe, Repair a hammer — in a registered chest villagers may use. The last one is never taken.
  • A job says what work is; the villager's list says the order. Give villagers several jobs unless you really want one forever.
  • Reach is everything. A chest just outside the circle is not the Kolony's. Flags extend it.
  • Cooked food burns if nobody takes it off — list the dish on a Make job (Also cook), not just a Tend.
  • "Not found" on a structure means the server cannot find it either — it was destroyed. Remove it, or rebuild it and register the new one.
  • The log (BepInEx/LogOutput.log) carries every [report] line the mod told you and a sampled activity trace. If you report a problem, attach it.

Credits

Built with Jötunn on BepInEx. Villagers wear the game's own player rig and gear. Blueprint building via PlanBuild when installed.

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