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MintTeamRu-AutomationByGoblins-0.9.0
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AutomationByGoblins 0.9.0

Turn rare melee Fulings into a growing workforce. Create named settlements with vanilla Wards, assign work zones, unlock knowledge through Scientists and turn Capable Goblins into Farmers, Medics or Traders.

The in-game interface is currently Russian. Version 0.9.0 targets Valheim 0.221.12 (n-36) and .NET Framework 4.7.2.

What's new since the public 0.7.0 release

  • Full owner-authoritative multiplayer synchronization for worker storage, upgrades, research, farming, berry harvesting and settlement state.
  • Named settlements with four population levels and settlement-specific knowledge.
  • Two new rare Goblin types: the pacifist Scientist and the flexible Capable Goblin.
  • FineWood production for Woodcutters working at Birch trees.
  • Three permanent Capable professions: Farmer, Medic and Trader.
  • Five farm crops, real-time research, healing, three trader tiers and many safety, inventory, sleep and visual-effect fixes.

Intelligent Goblin types

Only the normal melee Goblin prefab can receive a special type. Archers, shamans and brutes are not changed.

Type Clothing Equipment and role Default chance
Woodcutter Beige AxeFlint; works at Beech 10%
Stoneworker Gray PickaxeAntler; works at stone_pile 10%
Gatherer Green Empty hands; gathers ripe berries 10%
Scientist Light blue Holds BombBlob_Frost; never fights and flees from danger 10%
Capable Light clothing Empty hands until a permanent profession is chosen 10%

The configured chances share one spawn roll. If their sum exceeds 100%, the mod scales them proportionally. The remaining probability creates an unchanged normal Goblin. Setting a chance to 0 disables that type.

Taming and controls

  • Intelligent Fulings use the vanilla animal-taming flow and eat PungentPebbles.
  • Default taming time is 3,600 seconds, twice the normal 30-minute duration used as the base by the mod.
  • Hover text displays the intelligent/tameable state and taming percentage.
  • Tamed Goblins can be ordered to follow or stay.
Action Control
Open the looked-at Goblin menu Alt + Y
Open the looked-at Ward menu Alt + Y
Collect stored resources Interact with the Goblin
Close a mod window Esc or its close button

Mod windows release the cursor and block normal camera look until closed.

Settlements and Ward zones

Open a vanilla Ward with Alt + Y to create or name a settlement, assign the Ward to it and select the Ward's purpose. Knowledge and professions belong only to their assigned settlement.

Settlement level Requirements
Camp Available immediately
Village At least 3 beds and 3 workers
Settlement At least 6 beds and 6 workers
Colony At least 10 beds and 10 workers

The population check runs when the Ward menu is opened. Woodcutters, Stoneworkers, Gatherers, Scientists, Farmers, Medics and Traders count as workers. A Capable Goblin without a profession does not.

A Ward can be assigned as a Woodcutter, Stoneworker, Gatherer, FineWoodcutter, Farmer or Sleeping zone. Work radius is the Ward's vanilla radius.

Scientist knowledge

Research uses real UTC time, so skiptime and changes to Valheim world time do not accelerate it. A Scientist can research only one subject at a time.

Knowledge Requirement Cost Time
FineWood production Village 10 FineWood, 1 BlobVial 15 min
Farmer profession Village 1 BlobVial, 5 CarrotSeeds, 5 Carrot 15 min
Medic profession Bound settlement 1 BlobVial, 5 MeadHealthMedium 15 min
Trader profession Colony 1 BlobVial, 2 SilverNecklace, 2 Amber, 2 Ruby 15 min

Every unlock is stored separately for each settlement and synchronized through its Wards.

Woodcutters and Stoneworkers

They perform visible work for 60 seconds, rest for 15 seconds and never deal damage with their work tools. Resource production advances only while the worker has a valid daytime job and stops at storage capacity. Wood and Stone continue to accumulate through persistent daytime offline catch-up while the area is unloaded and saved job conditions remain valid.

Production speed

Every step requires 30 minutes of active work after the previous step in that branch.

Level Cost Production interval
Base 15 minutes
1 5 Flint 12 minutes
2 5 Bronze 10 minutes
3 5 Iron 7 minutes
4 5 Silver 5 minutes

Yield

Level Cost Resources per cycle
Base 1
1 10 FineWood 2
2 5 SerpentScale 3
3 20 ElderBark 4
4 5 DragonTear 5

Storage

Level Cost Capacity
Base 50
1 10 DeerHide 75
2 10 BjornHide 100
3 10 Root 125
4 10 WolfPelt 150

The speed, yield and storage branches progress independently.

FineWood branch

After the Scientist unlocks the knowledge, assign a separate FineWoodcutter Ward around standing Birch. The first upgrade replaces AxeFlint with AxeBronze. FineWood is produced at the current Wood speed and capacity while normal Wood is produced at the same time.

Level Cost FineWood per cycle
1 5 Copper 1
2 5 Bronze 2
3 5 Iron 3

FineWood has its own synchronized storage slot.

Gatherer

The Gatherer can simultaneously enable RaspberryBush, BlueberryBush and CloudberryBush. It approaches only ripe bushes, collects without damaging the plant and stores Raspberry, Blueberries and Cloudberry in three separate slots. If nothing is ripe, it wanders inside the work area.

Capable professions

A tamed Capable Goblin can permanently choose exactly one profession unlocked by the Scientist in its settlement. This choice survives save/load and cannot be changed during that Goblin's lifetime.

Farmer

The Farmer carries Cultivator. Its menu has separate Work and Upgrade tabs. Assign a Farmer Ward and select one unlocked crop at a time. The Farmer harvests a mature plant and replants the matching crop in exactly the same position and rotation, using its own stored planting material.

Crop Unlock cost Storage
Carrot 50 CarrotSeeds Carrot + CarrotSeeds
Turnip 50 TurnipSeeds Turnip + TurnipSeeds
Onion 50 OnionSeeds Onion + OnionSeeds
Barley 30 Barley one shared Barley slot
Flax 30 Flax one shared Flax slot

Carrot, Turnip and Onion support both vegetable and seed plants. Barley and Flax use the harvested item itself for replanting. Items are deposited in batches of five. All eight slots share one capacity level:

Capacity Upgrade cost
50 Base
75 25 LeatherScraps
100 15 BjornHide
125 15 TrollHide
150 15 Root
175 15 WolfPelt
200 10 LoxPelt

Medic

If a living tamed Medic exists in the same settlement, an injured intelligent Goblin is restored to maximum health five real minutes after its most recent damage. New damage restarts the delay. The lightweight check runs once every 10 seconds over the loaded Goblin registry.

Trader

The Trader has four tabs: overview and shop levels I, II and III. Levels open sequentially using real time and keep progressing while the Goblin is unloaded. The key and exact Hildir chest prefab are reserved through an owner-authoritative network request.

Shop level Unlock Time
I 1 CryptKey, 1 chest_hildir1 30 min
II 1 CryptKey, 1 chest_hildir2 1 hour
III 1 CryptKey, 1 chest_hildir3 2 hours
Level Goods
I AxeHead1 ×1 — 50 Coins; AxeHead2 ×1 — 50; Acorn ×3 — 70; Ectoplasm ×5 — 200; Stonerock ×1 — 2000
II Chain ×1 — 40 Coins; Root ×1 — 30; YmirRemains ×1 — 80; JuteRed ×2 — 40
III Ironpit ×1 — 50 Coins; BeltStrength ×1 — 650; dvergrneedle ×1 — 400; TrophyUnBjorn ×1 — 450

If the full purchase cannot fit in the player's inventory, the partial grant is removed and the Coins are returned.

Night routine and safety

At night, workers stop their jobs and use reserved sheltered beds inside a Sleeping Ward zone. They open the selected door, enter, close it for the night, teleport onto the exact bed point when close enough, remain immobilized while sleeping, then get up, return to the saved entry point and close the door in the morning. One bed can be occupied by only one Goblin.

All tamed intelligent Goblins are prevented from damaging terrain, trees, rocks, structures or creatures, including delayed work hits that finish after nightfall or area reload. Worker hits no longer shake the player camera or inherit unwanted fire/torch effects.

Multiplayer

Install exactly the same mod version on the host/server and every client. Persistent state is stored in ZDO and mutations are confirmed by the relevant network owner. This covers type rolls, Ward zones, settlements, research, profession choice, upgrades, storage, berry/farm harvesting, sleep reservations and trader tiers.

Configuration

BepInEx creates:

BepInEx/config/mintmango.automationbygoblins.cfg

Section Setting Default
Spawning WoodWorkerChance 10
Spawning StoneWorkerChance 10
Spawning GathererWorkerChance 10
Spawning ScientistWorkerChance 10
Spawning CapableWorkerChance 10
Taming TamingTimeSeconds 3600

Installation

Mod manager

Install with r2modman, Thunderstore Mod Manager or another compatible manager. The required BepInEx pack is declared as a dependency.

Manual

  1. Install BepInExPack for Valheim.
  2. Copy AutomationByGoblins.dll into Valheim/BepInEx/plugins/AutomationByGoblins/.
  3. Start the game once to create the configuration file.

Compatibility and limitations

  • Target game build: Valheim 0.221.12 (n-36).
  • Target runtime: .NET Framework 4.7.2.
  • The current in-game interface and hover status text are Russian.
  • Woodcutters use standing Beech; FineWoodcutters use standing Birch; Stoneworkers use stone_pile.
  • Farm and berry interaction requires the relevant plants to be loaded.
  • The mod uses Harmony patches and private Valheim fields. A future game update may require a compatibility update.

Support

Report reproducible problems with BepInEx/LogOutput.log, the Valheim and mod versions, and a short description in the support Discord.


Русский

AutomationByGoblins превращает редких обычных фулингов-ближников в работников полноценного поселения. Все меню открываются через Alt+Y, а ресурсы забираются обычным взаимодействием с гоблином.

Главное в версии 0.9.0

  • Полная сетевая синхронизация хранилищ, улучшений, исследований, поселений, сбора растений и меню.
  • Поселения создаются и называются через Ward. Уровни: Лагерь, Деревня (3 кровати/3 работника), Поселение (6/6), Колония (10/10).
  • Учёный — редкий мирный гоблин в светло-голубой одежде. Он не сражается, убегает от опасности и открывает знания отдельно для каждого поселения.
  • Лесоруб может одновременно добывать обычную и качественную древесину у Birch; для качественной древесины есть три уровня и отдельное хранилище.
  • Способный — редкий светло одетый гоблин, который после приручения один раз и навсегда становится Фермером, Медиком или Торговцем.
  • Фермер выращивает Carrot, Turnip, Onion, Barley и Flax, работает только с одной выбранной культурой и пересаживает её на прежнее место.
  • Медик через пять реальных минут после последнего урона полностью лечит гоблинов своего поселения.
  • Торговец получает три последовательных уровня товаров, открываемых через CryptKey и соответствующие сундуки Хильдир.
  • Все исследовательские и торговые таймеры используют реальное время и не ускоряются через skiptime.
  • Ночной сон, двери и кровати стабилизированы; гоблины закрывают дверь на ночь, не занимают чужую кровать и возвращаются утром.
  • Приручённые разумные гоблины полностью лишены урона по миру и существам. Их рабочие удары не трясут камеру и не создают эффект огня.
  • Исправлена выдача пустых предметов: ресурсы из хранилищ имеют обычные иконки, используются, выбрасываются и подбираются как ванильные.

Полные цены исследований, улучшений, культур и товаров приведены в английских таблицах выше. Для сетевой игры версия 0.9.0 должна быть установлена у сервера, хоста и каждого клиента.

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