Innangard
Build a living settlement: recruit villagers, give each a craft, stake out fields, and join your villages with roads your own people help you build.Innangard
Beyond the wall lies chaos. Within it, your people.
Build a living settlement: recruit villagers, assign them real work, and keep order inside the walls. Raise a Frithstone, take people in, give each a craft, and the village keeps working while you are away.
Then join your settlements together. Survey a road between two of them, build it with a work party beside you, and send caravans down it that arrive whether or not you are there to watch.
innangardr is Old Norse for "within the enclosure": the ordered world inside the fence, as opposed to utangardr, the wild beyond.
0.1.3 is a server fix on top of 0.1.2. A dedicated server was throwing once a frame trying to draw a map overlay it has no screen for, and eventually going down with it. Nothing that draws is ticked on a headless machine now. If you run a server, take this one
- and remember that every client needs the same version.
0.1.2 - the Farmer, fields, and more than one pair of hands
Stake out a field with a Farm Marker, tell it what grows there and how far it reaches, and the Farmer sows, tends and harvests it. A field rotates a crop with its own seed, so it never asks the settlement for more. Keep-out circles on the map cut shapes out of a field, and where two fields overlap the ground goes to the nearer stake.
A settlement can also be run by more than one person now. The Household screen names Leaders, who have the founder's authority over everything except naming other Leaders and handing on the stone. And a visitor who is not one of them cannot lay a hand on your residents.
The chest window is one press instead of four hundred: nine kinds of thing, "whatever it already holds", or a list you choose. Ticking a chest for a craft says where that craft looks first and no longer locks everyone else out.
Fishermen swim to their boats. The Obliterator is no longer treated as a chest, which it
had no business being. Hugin explains six more things. And any language file you drop in
the lang folder is loaded - see below if you want to write one.
0.1.0 - the trading system is live
Your settlements can be joined by roads, and caravans can run on them.
Name a settlement, survey a way to another one, and the mod draws a line that keeps off the water, out of the mountains and off anything too steep to carry a load over. Then you build it: hoe a path along the line and the stretch turns green, lay it in stone and it turns pale blue. Muster a work party and two or three of your people walk out with you, laying whatever you lay where they are standing and clearing the trees, stumps and boulders in the way. Put a trade chest at each end, fill one, and send a caravan - the carriers walk the road at the pace the road allows and the goods turn up at the other end, whether or not you are there to watch. The load goes on their backs - there is no waggon - and a finished road carries six times what a bare line does.
Nothing is bought or sold: both villages are yours, so what passes between them is carrying rather than trading.
What comes next. Barter and prices, so a caravan can trade rather than only carry. Roads between settlements belonging to different players. Sea routes and harbours. Caravans that can be raided, and guards who go with them to see that they are not. Bridges, so a river stops being the end of a road. The Miner, once it has been watched through a full session. And titles below Leader, so a settlement can be shared with somebody without handing them the whole of it.
No updates for about a month. I am away from home and will not be able to work on this or answer quickly. Bug reports are still very welcome - they will be waiting for me, and the ones already reported are what most of this release is made of.
Screenshots

Raise the Frithstone, and Hugin comes down to explain the frith.

Every craft, everyone holding it, and what each of them is doing right now.

What a fisherman carries home.

Work areas on the world map, allowed in yellow and forbidden in red, and every settlement named.

A blueprint laid out as a plan; the Builder raises it piece by piece.

The settings that matter, changed in game.

Name the settlement and put it on the map. Roads and caravans are still being built, and the screen says so.

Stock targets: the settlement works up to a figure and stops, and will not eat a food that is under its own.

A resident's own page: what it is doing, how it feels and why, its craft, its skills and how it fights.

A road on the world map: green where it is built, yellow where it is only surveyed, and how far off it you are standing.

A work party out on the road - three lanes from one pass of the hoe, and the line to follow drawn on the ground.
Requires
- Valheim 1.0 or later. This release is built against 1.0 and will not load on the patches before it; 0.0.7 is the last build for those.
- BepInExPack Valheim
- Jotunn
Everyone on a server needs the same version of this mod, down to the patch number. The settlement is stored in fields this mod writes and reads, and two builds that disagree about what a field means read each other's settlements wrongly.
Installation
- Mod manager (r2modman, Thunderstore Mod Manager, Vortex): install BepInEx and Jotunn, then this mod. Nothing else to do.
- By hand: install BepInEx and Jotunn, then unzip this archive into the game's
folder so that
BepInEx/plugins/Innangard/Innangard.dllexists beside itslangandblueprintsfolders. - Servers: the same files on the server. The mod refuses to connect two builds of different versions, so update everyone together.
Getting started
Hugin comes down when the stone is raised and tells the rest in his own words, a piece at a time as the settlement grows. In short:
- Raise the Frithstone. It is in the hammer's Misc tab and costs 20 stone, a surtling core and 5 fine wood by default. Where it burns, the frith holds.
- Wall it in. A frith is an enclosure: the settlement's inside and outside follow the walls you build, and so do the people. Leave a gate.
- Recruit from the panel that opens on the stone. The first two residents cost 20 coins each, then 30, 50, 100, and 200 for everyone after; the ladder is a setting.
- Give everyone a bed and put up chests. Each resident needs a bed of their own within the walls. Residents store what they bring in the settlement's chests and eat from them.
- Hand out crafts from the same panel.
Crafts
- Lumberjack - fells trees, clears logs and stumps, hauls the wood home. Can be set to replant instead of cut.
- Forager - berries, mushrooms, thistle and seeds.
- Hunter - hunts the animals you allow and brings back meat and hides. Leaves tamed animals, bosses and raid creatures alone.
- Fisherman - takes a boat out of the settlement's harbour, fishes, and brings the catch home. Needs a rod and a boat moored at the settlement.
- Cook - takes raw food from the chests, puts it on the cooking stations, collects it when done and stores it.
- Caretaker - the household: keeps fires and furnaces fed, loads them, collects what they make and sorts the chests.
- Builder - mends damaged buildings and raises the plans laid out with the Builder's Hammer.
- Guard - watches the ground around the stone, walks the patrol points you plant - standing torches, in the hammer's Misc tab - and answers attacks. Rests off shift.
- Follower - leaves the settlement to travel with you. Fights beside you, boards ships, goes through portals and into dungeons.
- Farmer - sows, tends and harvests the fields you stake out. See below.
- Miner is in the panel but greyed out. See known issues.
Managing the settlement
Use the Frithstone to open the panel.
- Settlers - a board of the crafts rather than a list of names: every craft, everyone holding it, and what each of them is doing this minute, so you can see that something is wrong without opening anything. Press a name to open that resident - mood and its reasons, health, pack and gear, trait and skills, and the controls that set their craft, weapon preference, work area and chest. You can rename them, change how they look, send them to another stone or dismiss them.
- Stock - what the settlement has and how much of each thing it wants. Set a target and the residents work up to it and stop; food below its target is not eaten.
- Construction - the plans laid out for the Builder and how far along each one is.
- Trade - the settlement's name, the ways out to your other settlements, the work party, and the caravans running on the roads you have built.
- Settings - work radii, guards, whether the unhappy leave, panel size and more, changed in game. Server-side settings are admin only and synchronised.
Work areas are drawn on the map. Allowed areas are yellow circles, forbidden areas red, each with its own size and craft, so a small hunting ground and a wide felling site can exist side by side and the bog in the middle can be kept out. Trees, ore, bushes and game show on the map, and so do the residents. Only explored ground can be drawn on.
Chests. Shift+Use on a chest inside the settlement opens its sorting window, which asks one question: what is this chest for. Nine kinds of thing - food, metal, trophies and so on - or "whatever it already holds", or a list you pick by hand. One press and it is set. A chest can be set for more than one kind.
The same window says which crafts bring their day's work here. That decides where a craft looks first; it does not lock anyone out, because every craft may take from every chest in the settlement. The Caretaker sorts to all of it, and a resident can be pointed at a particular chest from its card.
Building draws on them too. While you are standing in the settlement, what its chests hold counts towards what you are building - the same chests the Caretaker works out of, so a workbench in the middle of a village reaches all of them. There is a switch for it on the Settings screen; turn it off if another mod already builds from containers.
Fields
A field is staked rather than fenced. Put down a Farm Marker - the hammer's Innangard tab - and use it to say what grows there and how far it reaches. The reach is drawn on the ground while the window is open, so you can see the edge from inside it.
A field takes a crop and its own seed turn and turn about, so it makes its own seed and never asks the settlement for more. A crop is only offered when its seed is in the settlement's chests and the biome will actually grow it.
Fields show on the world map, and a keep-out circle drawn there cuts a piece back out of one - which is how a field gets a shape that is not a circle. Where two fields overlap the ground goes to the nearer stake.
Who may give orders
A settlement belongs to whoever raised its Frithstone. The Household screen on the panel is where that is shared: a Leader has the founder's authority over everything the settlement does - trades, work, stores, land, trade routes - with two exceptions. A Leader cannot give or take the title, and cannot hand the stone on. Those stay with the founder.
Anyone else is a visitor. They can walk through, look, and change nothing - and they cannot lay a hand on the residents either. Greydwarves, fire and the sea still can.
There is also a world-wide setting, Settlement/SharedAccess, for servers that would
rather not manage this per settlement: OwnerOnly, WardPermitted (everyone an active ward
over the Frithstone lists) or Everyone.
Roads and caravans
Two settlements of your own can be joined by a road, and caravans can run on it.
Survey a way from the Trade screen. The mod looks for a line that keeps off the water, out of the mountains and off anything too steep to carry a load over, going the long way round where it has to, and it leaves by your gate rather than over your wall. Nothing is built by surveying: it draws the line on the map, and on the ground near you with a stake at every stretch, and tells you how far off it you are standing.
Then you build it. Hoe a path along the line and the stretch turns green; lay it in stone and it turns pale blue, which is worth more, because a caravan runs quicker on stone than on packed dirt and quicker on either than on a line with nothing on it at all. Build it well off the line and the stretch goes red - the road is there, but a caravan still has to leave the route to use it.
Muster a work party and two or three residents walk out with you, one either side and one behind, laying whatever you lay where they are standing, so one pass with the hoe comes out three lanes wide. They fell the trees, break the stumps and clear the boulders standing on the line. They keep their crafts and go straight back to them when you send them home; guards and cooks stay behind, because the settlement still has to be defended and fed.
Then send a caravan. Build a trade chest at each end - a reinforced chest with a column more room - fill the one at this end, and press send. Two or three carriers walk out with the load at the pace the road allows. It goes on their backs - there is no waggon to pull
- and how much goes is what the road is worth: a bare line carries a sixth of what a finished one does, and every stretch you build moves that figure.
They arrive whether or not you are there to watch: the clock carries them, so a night's sleep carries them too, and the goods turn up in the trade chest at the far end. Nothing is bought or sold - both villages are yours, and what passes between them is carrying rather than trading.
On screen. An attack on the settlement, a guard falling, and the peace mending are each announced the way the game announces a raid.
Daily life
Residents sleep at night, eat breakfast and supper from the chests, sit down to eat when there is a seat, and talk to each other when idle. Happiness runs 0-100 and the panel says why: slept well, missed supper, no bed, the walls were broken, a friend was lost. A resident left unhappy for long enough walks out, with a warning first. That can be turned off.
Each resident is recruited with one of eight traits - Hardy, Brave, Timid, Diligent, Sluggard, Gluttonous, Sociable, Solitary - and gets better at the craft they work: faster swings, more from a tree or a rock. Fighting is a skill of its own, and a timed block is something a new resident cannot do and a veteran usually can.
Defence
Guards answer whatever comes within their radius and do not chase far. The alarm can be sounded from the panel and sounds itself when a raid begins; the settlement's fight is the guards' until one falls, and then everyone who can hold a weapon defends their own ground. The wounded fall back and return when healed. Nobody unarmed runs at an enemy, and residents take better weapons and armour from the chests when they find them. After a raid the loot is gathered in.
A resident who dies returns to the stone after a while and goes to fetch their gear from their grave.
Followers
A Follower is yours, not the settlement's. Shift+Use on them to say follow or wait.
Three stances: Defensive, Aggressive, Passive. They need no sleep and eat from their
own pack. inn.follower.home in the console sends any follower left behind in the
world back to the stone.
Builder and blueprints
The Builder's Hammer has its own build menu with one entry per blueprint. Lay a plan and the Builder raises it, from the ground up, paying every piece's full cost from the site before it goes up.
One blueprint comes with the mod, a three-bed cabin, so the Builder has something to raise on the first day. The rest are yours to make.
Writing one down. Hold the Builder's Hammer, look at a building, and press B.
Name it in the box that opens and it is written to BepInEx/config/Innangard/blueprints
and offered by the hammer straight away - no reload, no console. Whatever is joined to
the piece under your crosshair comes with it, and nothing that merely stands nearby. The
key is configurable, and inn.bp.capture <name> [radius] is still there for the times
you want a radius instead.
Lay one with the hammer's own build menu, or with inn.bp.place <name>. The mod can
also read a PlanBuild library you already have (on by default, read only).
Your world
Valheim deletes anything it does not recognise, so one launch without this mod erases
every stone and every resident. The mod keeps copies of the world before and after each
session (five by default, see Safety/WorldBackups); inn.world.backups lists them.
If a Frithstone is lost and its residents are left standing about, raise a new one and
run inn.frith.adopt in the console beside it: every resident nearby whose own stone
is gone joins it, whoever recruited them.
Settings live in BepInEx/config/com.yololo.innangard.cfg; most are also in the
panel. Texts are English; the file is lang/English.json beside the dll if you want to
translate it.
Known issues
Update Jotunn. 2.29.2 was built before Valheim 1.0 and its piece-table patch throws on it, which leaves every build menu in the game empty - vanilla's hammer as well as this mod's. Innangard takes that patch off so the hammers work, at the cost of Jotunn's custom categories: a tab another mod adds to the build menu will not be there. 2.30.0 fixed it at the source, and the workaround stands aside on its own once Jotunn is that or newer, so both the hammers and the tabs work. Nothing to set either way - it reads the version of the Jotunn that actually loaded.
The Miner is greyed out. It has not been watched working through a full session, so it is not being handed out yet. It is shown rather than removed so the row does not change shape on the day it opens.
Multiplayer has not been tested with more than one player yet. The Household screen and the rule that a stranger cannot strike your residents are both written for it and both unproven in it.


