
AwayFromHome
Build a Keeper Stone and that place keeps living while you are elsewhere. Six slots that feed your animals and reload your smelters, a leash you can shape and see, and production that no longer stops dead on an empty server. Server install required.π‘ AwayFromHome
"A farm is not its walls, Viking. A farm is whoever fills the trough while you are three fjords away."
AwayFromHome keeps a place working while nobody is standing in it. Raise a Keeper Stone in the middle of a pen, a smelting yard or a workshop. A rotating keeper visits it on your behalf β claims the ground, holds it long enough for real progress to land, and lets go again. Boars tame. Wolves breed. Kilns burn down their ore. You are somewhere else entirely, in the same world, doing as you please.
The stone is not a signpost. It is the middle of the pen. It holds six slots of supplies, puts a real serving of food on the ground when the animals are hungry, shovels ore and coal back into your furnaces, and draws the outline your livestock are kept inside β which you set yourself, by looking at the stone and dragging a slider.
β οΈ READ THIS FIRST
π Install this on the server, not only on clients.
AwayFromHome adds a new buildable object. Valheim does not politely skip an object whose type it cannot resolve β it deletes it, permanently. A client-only install on a dedicated server will silently destroy every Keeper Stone your players raise, along with whatever was stored inside it. Nothing brings those back.
Put the mod on the dedicated server as well as on every client, and keep them on the same version. This is not a recommendation. It is the one line on this page that costs you a save file if you skip it.
π Contents
- βοΈ Features
- π The Keeper Stone
- π¦ Six Slots, Like a Chest
- π₯ It Feeds Your Animals
- π₯ It Reloads Your Furnaces
- β³ The Time an Empty Server Stole
- β A Leash You Can See
- π΄ A Ranch That Keeps Living
- π± Crops Get Nothing From This Mod
- π Server-Authoritative
- π The Admin Panel
- π§ Who Does the Tending
- π Instructions
- βοΈ Configuration
- π¦ Dependencies
- π§© Compatibility
π Also mine: TortalPortal, a complete overhaul of Valheim's portal network, and Mists of Avalor, whose open beta is live on Hexium.
βοΈ Features
π The Keeper Stone
A site is not a name in a menu. It is a thing you build.
Three broad caps erupt from a strapped, iron-banded stalk, and something under the fungus breathes a slow blue pulse. It is an ugly relic and it was never meant to be otherwise β a burial-chamber mushroom lashed to cold iron by somebody's grandmother, planted in the mud, left to watch the herd. Raise one with the hammer and the ground it stands on joins the keeper's rotation. Knock it down and it leaves.
Put it in the middle of the pen, not off at the gate. Everything the stone does is measured from where it stands: the food comes out at its feet, the furnaces it reloads are measured from it, and the leash is drawn around it.
Look at a stone and it reports where it stands, whether the keeper is there right now, who raised it, how many items are in its slots, the shape and size of its leash, and how many production pieces it is keeping stocked.
Eβ open the stone's six slots, exactly like a chest.Shift+Eβ set this stone's leash, with the outline drawn live on the ground while you drag.
That is the whole interface. There is no menu for a regular player and there does not need to be one. (Admins get a panel on F7; see below.)
Cost: 10 Mushrooms, 10 Yellow Mushrooms and 5 Surtling Cores, all recoverable when you take it down. Hammer, Misc tab, no crafting station required β deliberately, because the stone belongs at the far-flung outpost, and a workbench requirement would have meant it could only be raised where you already live.
π¦ Six Slots, Like a Chest
Press E and the stone opens as an ordinary container: six slots, filled and emptied like any chest you have ever used. Food in one half, ore and coal in the other, and one stone runs a whole yard.
- The contents are stored on the stone itself, so they save with it, survive a server restart, and are the same six slots for everyone who opens it.
- Knock the stone down and its contents spill on the ground, exactly as a chest does.
- An empty stone is a normal resting state. It will never delete itself for being empty.
- The slots open for anyone who can walk up to the stone, like an unlocked chest. Only the leash is restricted to the stone's owner and to admins.
π₯ It Feeds Your Animals
Valheim only advances taming and breeding while an animal is fed. That one rule decides whether an unattended pen ever finishes anything: the keeper can hold your pen open and keep the boars thinking, but a boar with nothing to eat sits at the same percentage forever, and the mod looks broken when it is not. So the stone carries the food.
Here is the honest part, because it changes what you will see. Valheim's animals have exactly one way of finding food: they look for a physical item lying on the ground near them. There is no way to make a creature eat out of a container β an animal can stand pressed against a chest full of carrots and starve. Nothing in the game does it, so nothing here pretends to.
What the stone does instead is put one real serving on the ground in front of itself and replace it once it has been eaten. From your side, that is the feature: the animals walk up to the stone and eat what is in it. Underneath, it is the same act a smelter performs when it spits out an iron bar β deliberately, because the game already knows what that is, so the serving stacks, saves and despawns like any other dropped item.
It is careful with your food:
- One serving at a time. It will not dump a stack on the floor, and it will not put out a second while the first is still lying there.
- Only when something is actually hungry. It checks the kept animals inside the leash and spends nothing on a full pen.
- Only food that animal eats. It picks from your slots by what the hungry creature will actually consume β no carrots in front of a wolf.
- Never while the site is still loading. Animals are held still until their pen has finished appearing around them, and food put out then would only tick down its despawn timer.
While the stone is feeding, kept animals inside the leash have their food-search range widened so they can reach it. Valheim's default is 5 m and measured from the animal, so without it most of a 12 m pen could never notice a serving at all. It is applied to the live creature only, never saved, and reverts by itself when the area unloads.
When it runs: the stone can only serve while its site is loaded β which, when you are away, means during the keeper's visit. Feeding is paced by the rotation exactly as taming is. It is not a continuous trough.
Turn the whole thing off with AutoFeed if you would rather feed by hand or leave it to another mod. Leaving the slots empty does the same thing.
π₯ It Reloads Your Furnaces
A furnace the keeper hands time back to burns through its load while nobody is there β and then stops, because nobody is there to reload it. A full hopper is about seventeen minutes of a rotation that can run for days.
So the same six slots restock smelters, charcoal kilns, blast furnaces, windmills, spinning wheels and eitr refineries standing near the stone. Ore into the hopper. Coal onto the fire. Nothing else changes.
- It walks the same path your own hand walks. The stone asks the furnace whether it accepts the item, then takes it out of the slots, then calls the game's own add-ore and add-fuel. Nothing is created, nothing skips a check, and a furnace that would refuse an item from you refuses it from the stone.
- It will not spend the pen's dinner on a furnace. Barley is a lox's food and a windmill's input; flax is the same story with a spinning wheel. Anything a tameable creature near the stone eats is reserved for it, so one stone can hold food and fuel side by side. (Turning
AutoFeedoff lifts the reservation β a stone that does not feed animals is a pure supply depot.) - Fairness, not throughput. A few units per furnace per tick and a rotating start, so the near kiln does not swallow the container while the far one sits cold. Any furnace consumes far slower than that.
- Reach is
ProductionReachMeters, default 24 m, capped at 48 β deliberately not tied to the leash. The leash is a pen for animals; this is an arm's reach for a workshop.
Not covered, and stated plainly: fermenters and fireplaces. A fermenter is single-shot and measured in in-game days; a fireplace going out is a lighting decision rather than a production one. Collecting the output is not built either β vanilla already spits finished bars onto the ground by itself, and hoovering them back up would be inventing a behaviour rather than continuing one.
Turn it off with RestockProduction, or set the reach to 0.
β³ The Time an Empty Server Stole
There is a rule in Valheim that quietly makes idle production impossible, and it has to be named before any of this makes sense.
A dedicated server stops its world clock entirely while nobody is connected. Every production machine in the game measures its progress against that clock. So on an empty server, no smelter, kiln, blast furnace, windmill or spinning wheel advances by a single second β no matter who owns it, no matter how long anything holds the site. Ownership alone was never going to be enough.
Each machine is now handed the real elapsed time the frozen clock owed it, and the game's own production code spends that time under its own rules, including its own limits. Nothing global is touched: day and night still stand still on an empty server, exactly as Valheim intends, because that freeze exists for a reason.
And the number that shapes the rotation: a vanilla furnace only ever recovers one real hour of backlog per gap, and resets its clock the moment anyone next ticks it. Leave a kiln for two hours between visits and the first hour is gone permanently. The keeper knows this number and warns in the log if your stones would make a full rotation slower than that β so a furnace never quietly bleeds progress without you finding out why. Keep the full cycle under about 55 minutes.
Turn it off with CreditOfflineProduction for strictly vanilla timing, and accept production that stops dead whenever the server is empty. It has no effect while players are online.
β A Leash You Can See
A site the keeper holds has no player anywhere in it. Creature AI still runs, but with nobody to orient on, animals wander continuously and lean on fence colliders for minutes at a time until they push through β drifts of 80β100 m in a single visit have been measured on a live server. The leash is the answer: stray past it and the keeper walks the animal back.
It is one outline for the whole pen, centred on the stone. Nothing per-animal, nothing remembered, nothing to go wrong. Walk your boars to a new pen and there is no command to run. And β the part that matters most β you can see it.
Circle, square or rectangle. A circle is the right answer for a round pen and the wrong one for most of them, because real pens are fenced boxes: fit a circle to a long rectangular run and the leash either stops short of your own fence at the ends or spills well past it at the sides. A circle takes a radius, a square takes a side, a rectangle takes a width and a depth, and both boxes take a rotation, because a fence is rarely built square to the world.
Look at a stone and the outline is drawn on the ground, following the hills rather than floating through them. Press Shift+E and sliders open; the outline tracks them live while you drag, so you set the leash by watching where it lands rather than guessing at a number. You can walk out along your own fence line to check it sits where you think it does before you apply. Escape closes it, and so does walking well clear of the pen.
Strays are put back near the stone, not at the edge β which pairs with the feeder, since the food comes out at the stone, so an animal returned there has a reason to stay. If the middle is crowded it takes the nearest clear spot inside the pen instead of stacking animals inside one another, and it will not use a spot that falls outside the outline.
Each stone carries its own leash, and the server sets the ceiling. LivestockLeashMeters is the radius a new stone starts with. MaxLeashMeters is the largest any player may set, and it is applied on read as well as on write β so lowering it reins in every stone already standing, without touching one of them. Only the stone's owner or an admin may change a leash, and that is checked on the server, not taken on trust from the client that asked.
β οΈ
MaxLeashMetersbounds distance from the stone, so it caps each half of a box. A cap of 40 allows a pen 80 m across β whose corner sits about 57 m out. That is deliberate: clamping the corner instead would mean the size you set and the pen you got were different numbers.
π΄ A Ranch That Keeps Living
Every animal behaviour in Valheim β taming, love points, births, hatching, growing up β is a repeating loop gated on one thing: whether the local game owns that creature's data. Walk away from a pen and nobody owns it any more, so the loop runs on nobody. The pen looks perfect and is frozen solid.
The keeper's whole job is claiming that ownership on your behalf, politely. It never touches anything a real player already owns, and never fights another keeper for the same object. A player who walks up to a kept-alive pen simply takes it back, correctly, the instant they arrive.
Nothing here fakes a player being present β no camera, no presence trick β so wild creatures never start spawning at a site the keeper is tending. A ranch runs peacefully: tames tick, hostiles do not show up.
And it never claims onto a world that has not finished loading. An owned object on terrain still being built falls straight through it, and saves itself falling. So the keeper waits for the site to genuinely settle first, counting the pieces you actually built against what the stone remembers being there, every single visit β or skips that pass entirely rather than risk it. A skipped site is retried on the next rotation. Nothing is lost.
π± Crops Get Nothing From This Mod
On purpose. Plant growth, fermenters and beehives already resolve correctly from pure elapsed time the instant anyone next looks at them β loaded or not, owned or not. The game settles them retroactively for free. Spending your machine's time keeping something alive that already works for nothing would be waste, so AwayFromHome does not touch them at all.
π Server-Authoritative
Every dial that changes how far the keeper reaches, how long it holds a site, or how wide a leash a player may set is synced through the same shared ServerSync library the rest of this mod family runs on. With the default lock in place, non-admins simply run whatever the server has set.
The site list is never stored anywhere β it is read live from the world. The server owns every object's data even in zones nobody has loaded, so it simply asks the world which Keeper Stones are standing. There is no registry file to corrupt, no list to fall out of step with reality, and a stone destroyed by a raid stops being a site the moment it falls.
Ownership cannot be spoofed either. A stone records who raised it using the same durable character identity the game itself writes into every piece you build, and it survives reconnects, server restarts and world reloads. (One honest caveat: that identity belongs to a character, not an account β so two characters on the same Steam account count as two different owners.)
π The Admin Panel
Press F7 (configurable) for a styled window built on the same runtime-generated gilt frame the rest of this stable uses β no shipped textures, drawn fresh every session. It lists every Keeper Stone on the server: who raised it, where it stands, how far away it is, and a Remove button that works on any of them, including ones nobody can walk to. Useful for clearing something griefed, misplaced inside somebody else's base, or left behind by a player who is long gone.
A stone with items still in it is refused rather than removed. Removing a stone from the panel reaches across the world and cannot drop its contents the way knocking it down with a hammer does β so instead of quietly deleting somebody's carrots, it says how many items are inside and asks you to empty it or take it down in person. It is removable the moment it is empty.
The panel is admin-only, and the removal is re-checked on the server against the real adminlist, never trusted from the client that asked. Regular players do not need it. They have the stone.
A headless dedicated server has no menu to open, so there are console equivalents: afh_list, afh_status, afh_diag, and the admin-only afh_admin_list and afh_admin_remove <index>.
π§ Who Does the Tending
The server does all of it, for everybody. It already holds every object in the world, including in zones nobody has loaded, so it tends every standing stone regardless of who raised it or whether they are logged in. That is the whole point: your ranch keeps breeding while you are offline.
Clients do not run a rotation of their own β two keepers reaching for the same objects means neither gets a steady hold on them. The client stands down and says so once in the log.
One site is held at a time, which is why MaxSitesPerPlayer exists. Every extra stone lengthens the rotation for everyone on the server, and a lap slower than about 55 minutes starts costing furnaces production between visits. That is the real economy of this mod, and it is a shared one.
π Instructions
A start-to-finish guide to actually using the thing:
- Install it on your client and on the dedicated server, and keep them on the same version. See the warning at the top of this page β a client-only install destroys stones permanently.
- Gather 10 Mushrooms, 10 Yellow Mushrooms and 5 Surtling Cores.
- Raise a Keeper Stone with the hammer (Misc tab) in the middle of the pen, smelting yard or workshop you want kept running. No crafting station needed.
- Press
Eand stock it. Food your animals eat β carrots for boars, raw meat for wolves, whatever that pen wants. Ore and coal for a smelting yard. Six slots, and one stone can hold both: food a nearby animal eats is never fed to a furnace. - Press
Shift+Eand set the leash. Pick circle, square or rectangle, drag until the outline on the ground comfortably contains your pen, and rotate a box to line it up with your fence. Bigger than the fence, smaller than the field you would have to search. - Walk away and keep playing. The keeper picks the site up on its next rotation pass, on its own schedule.
- Check on it by looking at the stone β it reports whether the keeper is there, what is in its slots, its leash and how many furnaces it is supplying β or run
afh_status. - Take it down with the hammer to stop keeping that site. Your materials come back, and anything still in the slots spills on the ground where the stone stood.
- Admins: press F7 for every stone on the server, with the power to remove any of them.
βοΈ Configuration
Settings live in wubarrk.AwayFromHome.cfg.
Server-Synced (Admin Controlled)
| Setting | What it does |
|---|---|
LockConfiguration |
Default on. Locks every setting below to the server's value for non-admins β the whole point of making this mod server-authoritative. Turn off only for local testing. |
Enabled |
Default on. Master switch. Off makes the mod completely inert β no site is ever touched. |
AutoFeed |
Default on. Whether a stocked Keeper Stone puts food out for the animals around it. Valheim only advances taming and breeding while an animal is fed, so on an unattended site this is not a convenience on top of the keeper β it is the thing that lets taming actually finish. The stone places one real serving on the ground and replaces it once eaten, because the game's animals can only ever find food as a physical item in the world. Nothing is spent unless a kept animal inside the leash is genuinely hungry, and nothing is put out while a site is still loading. Turn off to leave feeding to you or to another mod. |
RestockProduction |
Default on. Whether a stocked stone reloads the smelters, kilns, blast furnaces, windmills, spinning wheels and eitr refineries around it from its own six slots. The stone walks the same path a player's hand walks β the same allowed-item check, then the game's own add-ore and add-fuel β so nothing is created and nothing skips a validation. While AutoFeed is on, food that animals near the stone eat is never spent this way, so a lox pen beside a windmill does not get its barley ground into flour. |
ProductionReachMeters |
0β48, default 24. How far from a stone its slots will reload production pieces. 0 switches restocking off by radius alone. Deliberately not tied to the leash: the leash is a pen for animals, this is an arm's reach for a workshop. Capped below one zone (64 m), because the scan for producers only looks at the stone's own zone and its eight neighbours. |
LivestockLeashMeters |
0β200, default 12. The leash a new Keeper Stone starts with, as a circle of this radius. Its owner can change the shape and size at the stone. 0 means new stones start unleashed. Whatever the shape, it is centred on the stone, which is why the stone belongs in the middle of the pen: an off-centre stone puts the far corner of your pen outside the leash, and its occupants get walked back from it forever. |
MaxLeashMeters |
0β200, default 40. The largest leash any player may set, measured as distance from the stone. This is the dial that binds, and it is deliberately separate from LivestockLeashMeters β folding the two together would make the starting value the ceiling as well, so anyone whose pen was larger than the default could not fit a leash around it. Applied on read as well as on write, so lowering it reins in every standing stone at once. Because it bounds each half of a box, a 40 here allows a pen 80 m across whose corner sits about 57 m out. |
MaxSitesPerPlayer |
0β50, default 3. How many Keeper Stones one character may have standing. 0 = unlimited. This is the mod's real economy: one site is held at a time, so every extra stone lengthens the rotation for everyone on the server, and a full cycle slower than about 55 minutes starts costing furnaces production between visits. Enforced twice β the hammer refuses to place past the limit, and the server independently tends only this many per character, so an edited client config gains nothing. Over-limit stones are never destroyed; they simply go untended until an older one comes down. |
AdminBypass |
Default on. Whether server admins are exempt from MaxSitesPerPlayer β an admin is the person who sets the economy and routinely needs stones the limit would refuse. Which stones are exempt is remembered on the stone itself, so it survives the admin logging off. Turn it off for a server where admins live under the same rule as everyone else. (Implemented and instrumented, but not yet confirmed working on a live server β do not build a server's rules around it yet. It is also a courtesy dial, not a security boundary: MaxSitesPerPlayer exists to keep the rotation short, and never was anything more.) |
Ring |
1β2, default 1. How many zones out from a stone get loaded and claimed: 1 = 3Γ3 zones (192 m across), which covers any sane pen or workshop. 2 = 5Γ5 (320 m). Capped β a wider ring is a guaranteed hitch on any hardware. |
DwellSeconds |
5β300, default 180. How long each visit holds a site after it settles. A furnace drains its whole backlog on one natural tick, so this mostly buys real progress for animals, whose taming and love-point ticks genuinely need loaded, owned wall-clock time and cannot be fast-forwarded. It is also the window in which the stone can put food out. |
MinimumCycleSeconds |
0β3000, default 600. The minimum length of a full rotation β if a lap of every site finishes sooner, the keeper waits out the difference. A safety dial, not a performance one. Every visit loads a site and unloads it again, re-instantiating the buildings and re-seating the animals, and each of those cycles is a chance for a creature standing against a fence to end up on the wrong side of it. Fewer, longer visits give the same loaded wall-clock time with a fraction of the churn. |
StoneScanIntervalSeconds |
10β600, default 60. How often the server re-scans the world for standing stones. Raising or destroying one triggers an immediate re-scan anyway, so this only catches changes nothing reported β a stone lost to a raid, or a world edited offline. The scan walks the whole object index, so do not set it aggressively low on a very large world. |
SettleTimeoutSeconds |
Default 20. How long the keeper waits for a site to finish streaming in before giving up on that visit and moving to the next. Nothing is lost β a timed-out site is simply retried next rotation. |
SettleCheckRadiusMeters |
Default 100. Radius checked for queued terrain-mesh rebuilds when deciding a site has finished loading. |
ReclaimIntervalSeconds |
Default 5. While a site is held, how often the keeper re-scans for newly-unowned objects in range and claims them. Claims are polite: anything already owned by a real player, or by another keeper, is never touched. |
CreditOfflineProduction |
Default on. Whether smelters, kilns, blast furnaces, spinning wheels and windmills at a kept site are handed the time an empty dedicated server's frozen world clock owed them. The game's own production code then spends it under its own rules. Nothing global is touched β day and night still stand still on an empty server. Off means strictly vanilla timing, and production that stops dead whenever the server is empty. Has no effect while players are online. |
AllowRemoteSites |
Dedicated server only. Default on. Lets clients of this server reach sites outside their own normal view range. Off means every player's AwayFromHome only reaches as far as vanilla would let them see anyway. |
VerboseLogging |
Default off. Logs every settle, claim and feed step at Info level instead of just rotation summaries β the tool for diagnosing a site that never seems to settle. |
Local to Your Game
(Not synced β set these however you like.)
| Setting | What it does |
|---|---|
MenuKey |
Default F7. Opens the admin panel. Does nothing if you are not an admin β players use the stone itself. |
MenuAccentColour |
Default antique gold. The menu window's metal accent colour. |
π¦ Dependencies
- BepInExPack Valheim β
denikson-BepInExPack_Valheim-5.4.2333
π On a dedicated server, this mod MUST be installed on the server as well as on clients. It adds a new buildable object, and Valheim permanently deletes any object whose type it cannot resolve. A client-only install will silently destroy every Keeper Stone your players raise. Install it server-side, and keep the server and every client on the same version.
π§© Compatibility
This mod changes who is simulating an object, never what the object does.
π¦ AzuAutoStore (Azumatt) β a real pairing, and it needs no configuration
The Keeper Stone is a real container, not an imitation of one, so AzuAutoStore picks it up with no compatibility code on either side and nothing to set up.
The loop that produces is a good one: walk past your stone and your ore, coal and animal feed go straight into it; the stone then feeds the pen and reloads the furnaces while you are gone. AzuAutoStore's own default of Must Have Existing Item To Pull means a stone only ever tops up what you have already chosen to keep in it β exactly the behaviour you want from six slots.
To give the stone its own pull radius or an item filter, add it to
Azumatt.AzuAutoStore.ymlunder its prefab name:AFH_KeeperStone: range: 15One deployment note that is AzuAutoStore's rather than ours: installing it on a dedicated server makes it kick clients who do not have it, since it version-checks with itself.
π PetPantry (Azumatt) β a documented conflict
Both mods feed the same animals from different stores. Nothing breaks β Valheim is perfectly happy to have an animal fed twice β but food is consumed out of two places for one feeding's worth of effect, which is a quiet drain on your supplies and exactly the kind of thing that gets reported as "the feeder is eating my food".
AwayFromHome detects PetPantry, says so in the log, and does nothing else. It will not patch, disable or degrade another author's mod to win an argument about whose feeder is better. The choice is yours: leave the Keeper Stone's slots empty and keep using PetPantry's chests, or remove PetPantry and stock the stone. Either works. Running both only costs you food.
Checked against, and specifically built to coexist with:
| Mod | Status |
|---|---|
| AzuAutoStore (Azumatt) | β Pairing β the stone is a real container, so it is stocked automatically. See above. |
| PetPantry (Azumatt) | β οΈ Conflict β both will feed the same animals. Pick one; see above. |
| Any ServerSync-based mod | β AwayFromHome vendors the standard ServerSync, namespaced to its own GUID. |
AwayFromHome patches only ZNet, ZNetScene, ZDOMan, TerrainComp, ObjectDB, Player.PlacePiece, Piece.SetCreator and WearNTear.Destroy, plus Chat and GameCamera so the admin window can take the mouse without leaking clicks into the game. It does not touch Tameable, Container, Smelter or any creature AI. A mod that retunes taming, feeding or production keeps its own rules at a keeper-held site, unpatched by us β and that holds for the furnace restocker too, which calls the game's own hopper RPCs from the outside exactly as a player's hand does, so another mod's patches on those still run.
The one exception, stated because it is a genuine touch on somebody else's object: while the stone is feeding, kept animals inside the leash have their food-search range widened to reach it. Valheim's default is 5 m and centred on the animal, so without it most of a 12 m pen could never notice the serving. It is set on the live creature only, never saved, and reverts by itself the moment the area unloads.
Made by Wubarrk. Bug reports and abuse welcome on Discord.
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