ValheimFarmerNPC
Autonomous goblin farmers for Valheim. Place a homestead, mark your field, assign chests - farmers plant, harvest, and store crops. Multiplayer-safe; server and clients need the mod.Changelog
1.1.1
- Chest assignment uses full 3D position matching so vertically stacked chests can each be added.
1.1.0
Seeds & crops rework plus a reliability fix. Everyone on a server should update to this version.
- Seeds and vegetables can now be balanced independently. Each vegetable (Carrot, Turnip, Onion) has its own row in Crop settings, and so does its seed crop ("Carrot seeds", "Turnip seeds", "Onion seeds"). Give seeds a higher weight than food if you want a steady seed supply (great for feeding chickens), or the other way around for more food on the table.
- Reserves now mean "keep at least this many of what the row makes." A Carrot reserve keeps that many carrots; a "Carrot seeds" reserve keeps that many carrot seeds — so you can stockpile exactly what you care about.
- Farmers automatically keep the cycle going. Even if you set a vegetable's weight to 0, they'll still grow just enough of it to feed seed production, so a "seeds only" setup never runs itself dry.
- Crop settings now lists all vegetables first and their seed crops after, and the page scrolls if a biome has more crops than fit.
- Your existing settings carry over automatically: any "keep N seeds" amount you had set moves onto the matching seed row on first load.
- Fixed farmers gradually leaving plots unworked over time — a fully grown crop could sit on the field forever while empty plots were never replanted (most visible with multiple farmers that occasionally block each other). Abandoned plots are now automatically reclaimed, and a farmer that re-plans always releases its previous claim.
1.0.18
- Revamped the mod page: a clearer intro, a short quick-start, and in-game screenshots of the farmers and each Homestead menu, so it's easier to see what the mod does and how to get going. No gameplay changes from 1.0.17.
1.0.17
- Field progress on dedicated servers is now reliable when you are not the player who "owns" the farm's area. Previously, if another player was controlling the zone, a farmer's harvest/plant progress could fail to save. Farmers now hand that progress to the server, which is the single source of truth for the farm, so what gets harvested and planted always sticks — including when two players share the same farm.
- No change for solo or single-player-hosted games; those already worked and keep using the fast direct save.
1.0.16
- Fixes several problems on dedicated servers introduced in 1.0.15: farmers walking back and forth without working, the field scan not sticking, and only some seeds showing up. Local/solo worlds were unaffected.
- The farm-plot coordination added in 1.0.15 no longer writes to shared farm data on servers (that write was fighting with the server and wiping scan results). Farmers still avoid working the same plot, and the game itself still prevents lost or duplicated crops between players.
- The "save crops on world save" safety net no longer disturbs who controls each farmer on a server, so farmers keep working normally through autosaves.
1.0.15
- On shared servers, two players standing at the same farm no longer send their farmers to fight over the same plot. Farmers now coordinate which plots are claimed with everyone nearby, so they spread out and stop double-planting the same spot.
- Extra safety net against losing crops: every farmer's harvest is now saved to disk whenever the game saves the world (autosave or on exit), closing a small window where a crash could have dropped recent pickups.
- More reliable crediting of harvested crops (carrots, onions, etc.), so odd naming quirks can't cause a just-harvested crop to be miscounted.
- General tidy-up and performance polish under the hood (fewer expensive world scans, updated to current engine APIs, lighter post-harvest pickup checks). No change to how you use the mod.
1.0.14
- Crops no longer go missing when farmers disappear. Harvested crops used to be lost when you left the area, logged out, or when farmers unloaded on a server — especially with more than one farmer. Each farmer now safely keeps its own harvest, so crops survive leaving and coming back.
- Fixed crops occasionally being duplicated right after harvesting (mostly on servers or laggy connections).
- Removing a farmer no longer loses whatever it was carrying — its crops are handed to a remaining farmer first.
- Planting no longer wastes a seed if the plant fails to appear; the seed (or crop) is returned to the farmer.
- Smoother performance while farmers scoop up harvested crops.
- Automatic upgrade for existing farms: the first time you load in after updating, any crops your farmers were still holding are moved into your assigned chests (or kept on a farmer if the chests are full). No action needed.
1.0.13
- Fixed farmers shuttling between field and homestead while harvest/plant work remained (slot refresh no longer mis-marks mature crops as empty or moves slot anchors)
- Plantable-slot checks cover more of the field so a few blocked near plots don't skip the rest
1.0.12
- Sidestep only when crowded by another farmer and not making progress (no more random sidesteps while working)
1.0.11
- Packed chests next to the homestead can all be assigned (match radius was merging neighbors as duplicates)
1.0.10
- Chest assign uses full Container scan again (OverlapSphere was picking a distant chest and skipping nearby ones)
1.0.9
- Dedicated: chest assigns persist on the client-owned homestead ZDO (can assign multiple chests again)
- Only assign real farm chests (
piece_chest*) / carts — ignore dungeon containers - Server homestead saves claim ZDO ownership so fj_chests/slots replicate
1.0.8
- Dedicated field scan runs on the zone client (Physics) and syncs slots to the server
- Restored AABB full-ZDO fallback when iterative prefab lookup misses crops
1.0.7
- Dedicated server field scan finds crops again (ZDO lookup uses Pickable_* world prefabs)
- Dedicated unpause no longer falsely reports "no farmer" on the server
- Farmers rematerialize with FarmerNpc after zone reload; no longer spawn as vanilla Goblin fallback
1.0.6
- Stuck farmers briefly sidestep left/right to clear collisions before failing a task
1.0.5
- Fixed deposit/reserve restock loop (stale bag totals + only restock when still short)
- Chest resolve: OverlapSphere with FindObjectsOfType fallback so assigned chests are not missed
1.0.4
- Newly added farmers start working immediately (no pause/unpause needed)
- Preserve working state across Add Farmer reload; kick AI evaluate on spawn/unpause
1.0.3
- Homestead placement reliably spawns the starter farmer (retries until ready; ignores distant neighbors)
- Unpausing with no farmer nearby shows an on-screen message to use Add Farmer
1.0.2
Performance and AI cleanup.
1.0.1
- Homestead placement spawns one starter farmer; fixed Add/Remove farmer count messages
1.0.0
First public Thunderstore release.
