Runebourne
Rune spirits that farm, plant, fell trees, haul, mine, fish, forage, fight, repair, build and craft for you, and sea serpents that carry cargo.Changelog
Server hosts: update the server along with every player. Everyone, the server included, must run the same Runebourne version to connect, and dedicated servers do not auto-update.
0.9.1
New
- Hearthguard war drum (new upgrade): the creatures from that shrine's spawners come with 1 or 2 stars and drop more loot.
- Fishing bait can be crafted at the workbench from any raw fish once you have bought it from Haldor.
- A single measuring rod plan can be placed with no crafting station in range, and is built once one is.
- New model for the Runekeeper.
Changed
- The Wildbringer shrine and summoning stone now unlock in the Meadows.
- The Hallmender shrine and summoning stone now unlock in the Swamp.
- The Field rune, Haulwright strongbox, Orebringer mine and Hearthguard spawner now unlock in the Mountains.
- The Wildbringer chime, Haulwright chime and Grovetender bower now unlock in the Plains.
- Shrines and summoning stones cost a little more, and upgrades from the Swamp on cost a lot more.
- Everything already built keeps working, and Skald's lectern shows the new unlocks.
Fixed
- The command wand now shows the radius ring for the Orebringer, Netcaster, Hallmender, Stonelayer, Wildbringer and Hearthguard shrines.
0.9.0
New
- Hearthguard (new worker): up to four fighters guard the shrine's area with the weapon you fit to it, and bring the loot to your chests.
- One Hearthguard can follow you anywhere and fight beside you.
- Hearthguards can use bows, crossbows and damage staffs as well as melee weapons.
- Each Hearthguard carries a floating copy of its weapon, which swings or shoots when it attacks.
- Hearthguards can be sent to an Orebringer or Wildbringer shrine to clear the dungeons in its range.
- Hearthguard spawner: fit a trophy and it brings groups of that creature for the Hearthguards to fight.
- Hearthguard upgrades: a brazier (faster healing), a watchtower (radius up to 200 m) and a hall (eight Hearthguards).
- Wildbringer (new worker): up to four foragers pick everything in the wild within 100 m that no other worker handles.
- Wildbringer upgrades: a camp (eight Wildbringers), a cairn (up to 500 m), a lantern (cleared dungeons) and a chime (faster).
- The Wildbringer shrine has an Items tab to choose what they leave alone.
- Orebringer mine (new upgrade): Orebringers with nothing left to mine go inside and dig the ores of the shrine's biome.
- Orebringers mine Leviathans for chitin.
- The Herdwarden now keeps hens, asksvin and moose, with nine new star foods for them.
- New plants: Lingonberry and Vineberry for the Seedsower, Ashwood and Yggdrasil saplings for the Grovetender.
- The Orebringer and Wildbringer shrines take a Swamp key that opens locked dungeons in range.
- The Rune of Renewal works on a Wildbringer shrine.
- New models for the Hearthguard, the Wildbringer, all their buildings, the new plants and foods, and the Orebringer mine.
Changed
- The Orebringer ward is now the Orebringer idol: its Orebringers mine and fly 1.5x faster, but monsters no longer ignore them.
- Deephold upgrades are shared by every Deephold within 10 m.
- Blueprints hold up to 5,000 pieces instead of 500.
- Blueprints can be placed with no workbench nearby; building starts once one is in range.
- Chests and barrels no longer need a workbench to build or take down.
Fixed
- Messages about what is missing are no longer hidden behind the open window.
- Skald's lectern uses pages instead of scrolling on crowded biomes.
- Reeve's board no longer runs over its Close button in a world with many workers.
0.8.9
A new worker, the Stonelayer, builds what you plan with a measuring rod and puts back what gets smashed. You can copy whole buildings as blueprints and paste them anywhere. The Herdwarden has a new look, and workers carry twice as much.
Stonelayer (new worker)
- Craft a measuring rod at a workbench once you reach the Swamp (Ancient bark 2, Iron nails 2). It opens the hammer's menu, but what you place is a free, see-through plan of the piece. Only pieces you know can be planned.
- A plan can only go where the piece would stand. Plans resting on other plans count as built, and the ghost turns red where nothing would hold the piece up. A plan that later loses what holds it up turns red and waits.
- A plan that needs a workbench (or another station) can only be placed with one in range: a built one, or a planned one standing on the ground. Stonelayers build stations first, so building always gets going.
- Build a Stonelayer shrine with the command wand (Ancient bark 10, Stone 10, Iron nails 10), then use a Stonelayer summoning stone on it (made at a workbench from Iron nails 10, Ancient bark 10 and Guck 5). A shrine holds up to 4.
- Stonelayers build the plans within 50 m of the shrine (10 to 100 m) from the ground up, paying each piece's normal materials from the chests you link. In a world with No build cost they build for free, as the hammer does. What they build is yours, as if you had built it with the hammer.
- The shrine window lists the materials every plan in range needs, even before a chest is linked.
- They keep building while no player is near.
- Rebuild (on by default, switch it in the shrine window): when something any player built with the hammer in range is smashed or falls down, a plan takes its place and they build it again. Pieces you take down yourself are never put back, and neither are worker shrines and upgrades.
- The Stonelayer chime (Mountains) makes them build half again as fast.
- Building camera: with the measuring rod out, press B (the key can be changed in the config) to fly the camera up to 20 m from your character and place plans from above or any side. Your character stays where they stand. Space and Ctrl fly up and down, and Shift flies faster. Press B again, put the rod away, or get hit, and you're back.
- Blueprints: the measuring rod's menu has a Blueprints tab along the top. "Copy blueprint" shows a circle on the ground; scroll to size it (2 to 30 m), click to copy every building piece and plan inside it, then give it a name. Pick a saved blueprint and the whole thing follows your aim as one ghost. Scroll turns it, Alt and scroll raises or lowers it, and a click lays it all out as plans. Pieces that stood on the ground when you copied go onto the ground where you aim.
- A blueprint follows the hammer's rules for every piece: pieces with nothing to hold them up, in a no-build area, inside a ward you can't use, or in a dungeon show red, and the paste waits until none are. Blueprints are saved on your computer, so every world and character has them. A blueprint holds up to 500 pieces.
- The Stonelayer is a moss-green mason spirit with a chalk-line reel, a plumb bob and a floating trowel. Its shrine is a laid stone course with a floating plumb bob, and the chime is a plumb hoist. Its colour is chartreuse.
Other changes
- The Herdwarden has a new model: a frost-grey shepherd with a deep, open hood, a sheepskin cape, a leather strap with a herd bell, a belt with a coiled tether, and a crook floating at its side.
- Every worker except the Haulwright now carries 10 cargo slots (Runekeepers already had 10). Kept items stay at 5 slots. The Haulwright stays at 5, and its cargo upgrade still takes it to 10.
- Fixed: Grovetenders skipped pine trees and oaks, saying they had too much to carry even with empty cargo, in worlds with more resources than normal.
0.8.8
A new worker, the Hallmender, repairs what you build and keeps your fires lit. The mod no longer turns pink under Vulkan, and setting Haulwright routes is easier.
Hallmender (new worker)
- Build a Hallmender shrine with the command wand once you reach the Black Forest, then use a Hallmender summoning stone on it. The stone is made at a workbench from bronze nails, fine wood and resin. A shrine holds up to 4 Hallmenders.
- They repair anything you built within 50 m of the shrine (you can set this down to 10 m) once it falls to 75% health or less, boats and carts included. Repairs are free, as they are with the hammer.
- They keep every fire in range lit from the chests you link. A fire at half fuel or less is filled to the top, and a new hearth takes 20 wood. Resin candles can't be refilled, so they are left alone.
- The worst-broken pieces come first, at 25% health or less, then fires that have gone out, then whatever is nearest.
- While it rains, exposed pieces above 50% wait until it stops, because rain wears them no lower than that. Nothing is repaired with an enemy within 20 m of it. Boars and deer don't count.
- Wood standing in water stays at half health, because the water would wear it straight back down, unless something damages it further.
- They fly straight through walls and floors to get to a job. Idling, they stay on the shrine's side of any wall, so a shrine built indoors keeps them in the room.
- They only work while a player has the area loaded. When you come back, they relight whatever burned out.
- The Hallmender chime (Mountains) makes them work and fly half again as fast.
- The Hallmender is a parchment spirit with a lit candle on its hat, a mallet on one side and a lantern on the other. Its shrine is a half-mended stone arch, and the chime is a pillar with a candle sconce. Its colour is candle white.
Other changes
- Fixed: with the
-force-vulkanlaunch option, everything from the mod was bright pink. It now uses plain materials there, without glow or selection outlines. Mac and native Linux use the same plain materials, but they haven't been tried yet. - Setting Haulwright routes: the window now comes back after every chest you pick, so you can see the route and click its "None" to set the other end. Escape while picking takes you back to the window.
- A serpent now says when the far depot is why it won't load: "Add a drop-off chest at depot B", or that depot's storage is full or filtered. It used to say it was waiting for freight, even beside a full chest. The Reeve's board shows both as needing you.
- Fixed: a Netcaster shrine with its radius set above 80 m never fished.
- Skald's lectern: a biome page too tall for its panel now scrolls.
- The command wand now glows purple, and its light no longer throws shadows of your legs across the ground.
- The Field rune's warning now says what it removes: grown crops go, but seedlings and planted berry bushes stay.
- Pressing Escape while picking a chest with the wand no longer opens the pause menu too, for any worker.
- A Work switch clicked from more than 6 m away now tells you to walk back to the shrine instead of doing nothing.
0.8.7
A new worker, the Netcaster, fishes for you. Big fields run smoother, serpent routes now carry one way, the Field rune asks before it clears, and many models have a new look.
Netcaster (new worker)
- Build a Netcaster shrine on a shore or a dock with the command wand, then use a Netcaster summoning stone on it. The stone is made at a workbench from fishing bait, fine wood and resin. Link chests and put fishing bait in one of them.
- Netcasters fish the water within 50 m of the shrine (up to 100 m) with the bait you give them, by the game's own rules: basic bait for Perch and Pike, Mossy for Trollfish, Sticky for Giant herring, Heavy for Tuna and Coral cod, and so on, with the game's star odds. Each fish uses one bait, and the catch goes into the linked chests.
- Several Netcasters at one shrine share the bait in the chest. With 20 bait and four Netcasters, each takes 5.
- Upgrades: the Netcaster jetty lets the shrine hold four Netcasters, the chime makes them cast faster, and the net brings in a second fish half the time.
- They keep fishing while you are away.
- The Netcaster is a spirit in an ochre oilskin and a bucket hat, with a net over its shoulder and a forked rod floating beside it. Its shrine is a stone altar with a net drying on a driftwood rack, the jetty is a long, low fisher's lodge, the chime is a mooring post hung with iron tubes, and the net is a net reel. Its colour (selection ring, chest outlines, light) is rust.
Smoother play
- Big fields stutter far less. Seedsowers and Grovetenders no longer re-read every worker's records thousands of times a minute or scan the whole field twice per step. Their work is now spread over the frames in small slices, and a Seedsower's memory of its field is about a third the size and causes fewer memory clean-ups when it is saved. Old saves convert by themselves and keep their field layout.
- Away work no longer switches a base on and off over and over when you stand at the edge of its area. It now waits 10 s both ways.
- Tamed boars, wolves and deer in a farm's area slip past each other and past the young, which spares the physics work of a crowded pen. Lox keep their weight: they still push and are pushed by other adults. Animals still collide with the ground, buildings, players and wild animals, and the Herdwarden's harvest is unchanged.
- Planted raspberry, blueberry and cloudberry bushes cost far less to draw and look the same up close. Each bush is drawn in one piece instead of up to seven, the berries cast no shadows, and like Valheim's own bushes they switch to a simpler model further away and are not drawn at all beyond that. Seedlings stop being drawn at the distance Valheim's own crops do.
- Orebringers dig buried deposits out in batches. The ground drops every two seconds instead of with every cut, which removes a hitch the host felt with each cut. At most two places are dug at once across all your shrines, and Orebringers whose deposit lies elsewhere wait their turn ("Waiting its turn to dig"). Digging speed is unchanged, but a shrine uncovering buried deposits in many places at once is slower.
Serpents
- A serpent route now carries one way. The depot where you pressed Record route is the pick-up depot and the other is the drop-off. Each depot's window shows only its pick-up or its drop-off chests and says which way the serpent runs. The Leave setting shows only at the pick-up depot.
- The serpent's window shows the route as "pick-up → drop-off" and has a new Reverse route button that swaps the two ends. Linked chests stay linked and take their depot's new role.
- In older saves, a serpent that carried both ways now carries one way, from the depot that had pick-up chests (depot A if both did). The chests for the other direction are unlinked, so check your depots after updating.
- Serpents unload and set off again at once. Before, they could wait about a minute at each step while far Orebringers were busy.
Field rune
- The Field rune asks first. A Yes/No window says what it will do before anything happens: it levels and tills the ground and removes trees, rocks, plants, crops and creatures, tame animals included. Buildings stay, but the ground under them is flattened.
- While the window is open, an orange ring on the ground marks the edge of the field.
- The field is now 30 m around you, down from 60 m.
Fixes
- Fixed: in big worlds, Orebringers that lost track of their bodies after a reload stood still for good and kept the ground around their ore loaded. Workers now find their bodies again in worlds of any size, and an Orebringer flying to far ore loads it only when it gets close.
- Fixed: with two large mining shrines working far away, a Haulwright could wait forever on "Loading the chest's surroundings". Haulwright and Netcaster chest trips no longer wait behind the miners.
- Fixed: the Svelgr Frame's golden glow vanished as you walked round it, and its black void stuck out of the frame as a ball when seen from the side.
New looks
- The Seedsower, Grovetender and Haulwright spirits have repainted textures. Their shapes are the same.
- The tree harvest rune and the Runekeeper's action rune hold an old iron axe and sledge, floating over the stump and the anvil, in place of the glowing ghost tools.
- The six older summoning stones are a lighter, weathered charcoal stone with the runes cut in more clearly.
- The feeding trough, serpent cargo cache, cargo panniers and travel saddles are weathered grey wood with uneven boards.
- Young raspberry, blueberry and cloudberry plants are leafy tufts that sit better beside the game's own plants.
- Several star foods have duller, more natural colours.
0.8.6
Star foods work again, kilns keep up with their smelters, and the first two Deephold upgrades get a new look.
Animals
- Fixed: star foods never worked while you carried a worn tool or armour piece. They said "The feeding was interrupted" every time. Animals left half-fed by this finish when you use the same food on them again.
- Farm animals stop breeding when the adults and young of a kind reach its Cull at number, so a farm no longer fills up with dozens of babies. Babies already on the way are still born, so the herd goes a little past it. Before, only the farm's limit of 100 animals stopped breeding. The "i" beside Cull at now says so.
All workers
- Fixed: taking items from or giving items to a worker's inventory failed while you carried worn gear, and workers could not use a chest with worn gear in it. Both work again.
Runekeeper
- Runekeepers fly 25% faster, so one or two of them keep up with a kiln and several smelters.
- A charcoal kiln worked by a Runekeeper with the sigil now speeds up for every smelter or blast furnace it feeds: twice as fast for one, four times for two, six times for three. One kiln now keeps all of its smelters fuelled; a chest destination does not speed it up.
- A charcoal kiln holds more wood when a Runekeeper's kiln task feeds several smelters or blast furnaces: 25 for one, 50 for two, 75 for three. This works with or without the sigil.
Deephold
- New look for the first two Deephold upgrades: each is now a small stone ring holding a living star, leading up to the Svelgr Frame's black hole. Upgrade I is Raudglod, a red dwarf, and upgrade II is Blarisi, a blue giant. They were Silverdeep Stone and Tarflame Pillar. Each star lights the stones around it. Costs and storage are unchanged, and upgrades you have already built change over by themselves.
0.8.5
Workers move with less wasted travel, and Runekeepers get stronger upgrades.
All workers
- Workers no longer turn back toward their shrine between jobs. Each one stays where it finished for a few seconds and starts the next job from there; only a worker with nothing to do goes home.
- What a full chest could not take goes straight on to the next linked chest.
Runekeeper
- Stations take turns. After a job at one station the Runekeeper looks at the next one on its list first, so a busy kiln no longer keeps it from the smelters. What it already carries is still delivered first.
- A Runekeeper refills a smelter, kiln or other machine once it has room for at least half a load, instead of walking to the source chest for a few items each time.
- The Runekeeper sigil now also doubles machines: a smelter, blast furnace, charcoal kiln, eitr refinery, spinning wheel or windmill that a Runekeeper with the sigil works processes two at once. Each item still uses its usual fuel.
- The Runekeeper chime no longer makes Runekeepers fly faster. Instead each Runekeeper in range can work up to 6 stations instead of 3. If the chime is destroyed, stations 4 to 6 pause until you build one again.
- A kiln can send its Coal to up to three destinations: several smelters or blast furnaces, and a chest for what is left. The station with the least fuel gets Coal first, and the kiln starts a new batch as soon as any destination has room.
- Stations that burn fuel (smelter, blast furnace, eitr refinery, stone oven) show a Fuel panel: the fuel, how much is in, and what keeps it fed, or how to set that up.
- Food about to burn on a cooking station is saved before anything else. Every finished slot of a cooking station is emptied in one visit, and all of a station's output is picked up in one trip.
Seedsower
- The two Seedsowers no longer wait for each other. Each one picks its next job as soon as it is free, and they never plant the same spot or use each other's seeds.
- No more stopping to "share ground between crop types". Seedsowers plant straight away on the nearest free cultivated spots, each batch as one patch, crop types taking turns. When ground is short, it is split evenly between crops.
- Newly cultivated ground inside the crop area is noticed within about 10 seconds.
- Clearer words when a Seedsower can't plant: "No free spots to plant" or "No cultivated ground — use the cultivator inside the crop area". With every chest full it rests at the shrine with "Chests full".
- A Seedsower no longer flies back and forth to a full starter chest with leftover seeds.
Herdwarden
- Two Herdwardens no longer take strict turns: one that has finished its animal picks the next one at once.
- A Herdwarden keeps harvesting while you have its chest open, as long as its own cargo has room.
- A Seedsower or Herdwarden carrying a harvest when you make the area smaller flies back in and delivers it.
Haulwright
- Haulwrights take only what the drop-off chest, fuel station or Orebringer shrine has room for.
- A Haulwright waits at a drop-off chest that is open or busy, instead of flying the load back.
- A Haulwright checks every route in turn before resting, so no route is skipped.
- A Haulwright fuelling a station puts in every stack it carries.
- Cargo whose route was removed goes back into its pick-up chest.
Orebringer
- Orebringers that were flying to a job when work was turned off pick a fresh job when work comes back on, instead of marking that spot blocked for ten minutes.
- An Orebringer carrying items no linked chest accepts says so, for example "No chest takes Stone — link one that does", and the Reeve's board lists it as needing you.
Sea serpents
- Serpents no longer sail back and forth empty when neither depot has anything to carry, and set off to fetch freight waiting at the other depot.
- Serpents load only what the far depot's chests have room for, and load and unload faster at depots nobody is near.
0.8.1 – 0.8.4
- Seedsower lag fixes on large farms.
- New models for the Svelgr Frame (Deephold upgrade III), the Reeve's board and Skald's lectern.
0.8.0
- First Early Access release.
