


TouchGrass adds practical training tools for Valheim while discouraging unattended skill farming. It provides a training dummy meter, configurable dummy damage tests, dummy crowding limits, archery target tuning, per-skill gain/loss modifiers, and stationary skill fatigue.
You can check dps, dph and damage taken through training dummy hud.
Training dummy's damage number and type and its health are configurable.
So you can test different damage types and resistances.
Check out this mod to make resistance additive. https://thunderstore.io/c/valheim/p/sighsorry/AdditiveDamageModifier/
Limit number of dummies that can be built within configured area.
Maco skill farming is discouraged with smart stationary fatigue.
Too crowded Bro!.TouchGrass is not a hard anti-cheat system. It is meant to make common macro farms less efficient while keeping normal combat, movement, and testing usable.
Training dummy settings include:
Training Dummy Health: max health for piece_TrainingDummy. Default: 2500.Training Dummy Crowding Radius: X/Z radius for crowded placement checks. Default: 4.Training Dummy Crowding Max Count: maximum existing dummies allowed in that radius. Default: 4, so the 5th is blocked.Training Dummy Recipe: default FineWood:5,BronzeNails:10,Ectoplasm:5.Training Dummy Damage Type: default dummy damage type. Default: Blunt.Training Dummy Damage: default dummy damage amount. Default: 1.Training Meter Display: Detailed or Off.Training Meter Window Seconds: rolling HUD window and HUD lifetime after dummy interaction. Default: 15.Use a training dummy to open the TouchGrass dummy settings window. The window changes only that dummy's damage amount and damage type. Health stays controlled by config.
The training meter appears after interacting with a training dummy and uses a rolling time window.
ToDummy shows local outgoing hit attempts against training dummies:
Attempt: total direct hit damage recorded in the window.Status: total status-style damage recorded separately when present.DPH: Attempt / Hits.DPS: Attempt / Time.Hits: number of recorded direct hits.Time: active window duration.FromDummy shows the latest incoming dummy damage breakdown:
Raw - Blocked - Resist - Armor = Final
If the hit applies status damage, the HUD also shows Status. The breakdown is a practical readout for dummy testing, not a replacement for Valheim's internal combat log.
Skill shows the latest supported skill gain recorded during the dummy session. The percentage compares final XP gained against raw action base XP and includes Valheim skill gain rate, status/equipment raise-skill modifiers, TouchGrass per-skill gain rate, and stationary fatigue.
Drag the HUD with the left mouse button to move it. HUD width and scale are fixed to keep the config surface small.
Stationary fatigue applies to supported farmable skill gains when they keep chaining inside the same X/Z radius.
Defaults:
120 seconds.180 seconds.10%.4m on the X/Z plane.The fatigue is global, not per skill. Rotating between weapons, movement skills, dodge, sneak, swim, or similar farmable actions in one place pushes the same multiplier down.
Waiting inside the same radius does not recover fatigue. The fatigue resets naturally when the player earns a supported skill XP tick outside the stationary radius.
When fatigue is reducing skill gain, TouchGrass can show a local status effect. Detailed shows the icon, current efficiency, and the compendium text Touch the grass Bro!; Off hides it.
Archery Target Skill Multiplier: multiplier for skill XP from piece_ArcheryTarget. Default: 1.Archery Target Arrow Bolt Skill Only: when On, only arrow and bolt ammo can award archery target skill XP. Other projectiles can still score hits. Default: On.Archery Target Recipe: default FineWood:4,LeatherScraps:10.TouchGrass adds per-skill entries for:
Skill Gain RateSkill Reduction RateThese are multiplicative modifiers. They do not replace Valheim's existing global modifiers or status/equipment modifiers.
Example:
1.5 vanilla gain * 0.8 TouchGrass Swords gain * 0.5 fatigue = 0.6x final gain
Skill Reduction Rate works the same way for death skill loss. 0 disables TouchGrass-applied loss for that skill, 1 keeps vanilla-scaled behavior, and 2 doubles it after vanilla scaling.
Recipe overrides use item prefab names:
ItemPrefab:Amount,ItemPrefab:Amount
Examples:
FineWood:5,BronzeNails:10,Ectoplasm:5FineWood:4,LeatherScraps:10Leave a recipe empty to keep vanilla costs. Use None, Free, or - for no cost. Materials are always recovered when dismantling. Invalid recipe strings fall back to the vanilla recipe.