Valheim
You are viewing a potentially older version of this package. View Latest Version
Install with App

Details

Date Uploaded
4 days ago
Downloads
782
Size
439KB
ADDatHost Valheim hosting
30% off

Living Factions — a Valheim mod

NPC factions that live their own lives. They found camps, gather wood, stone and food, raise buildings piece by piece, grow from camp to hamlet, village, town and city, send out settlers, trade, feud, go to war, raid and capture each other's settlements — whether or not you are watching. And you can deal with them: earn their trust, trade, bring gifts, declare war, buy peace, swear an alliance.

Built for Valheim 1.0.17 with BepInEx 5 and Jötunn. Status: early, playable in single-player and as host. Dedicated servers and remote clients are not supported yet.

What is in the world

Faction Who Home Temper
Raven Clan humans Meadows, Black Forest balanced, honourable
Wolf Clan humans Black Forest, Meadows, Mountain warlike
Stag Clan humans Meadows, Plains merchants, peaceful
Fuling Horde Fulings Plains hostile raiders
Dvergr Hold Dvergr Mistlands, Black Forest, Mountain traders, proud
Greydwarf Brood Greydwarfs Black Forest spreads fast, no trade
Draugr Court Draugr Swamp hates the living

Each starts with one camp. Factions that find no room at first arrive later. Settlements you have visited are pinned on your map.

  • Growth. A settlement keeps stores of wood, stone, food, metal and coins. Its people are split between gathering, building and guarding. It builds what it needs: huts and houses when crowded, a storehouse when full, farms and workshops for whatever is short, a watchtower, smithy and market on the way to a town, a palisade and great hall on the way to a city. Only a faction's capital becomes a city; a few settlements become market towns.
  • Buildings are real. Everything is made of ordinary build pieces, placed in construction order, so a half-finished house is a floor, some walls and no roof. Away from players the settlement develops in the simulation; when you return, it catches up.
  • Politics. Relations drift with shared borders, trade, incidents and common enemies. Wars bring raids that loot, burn buildings and can capture a settlement. If you are standing in a settlement when it is raided, the raiders really arrive.
  • You. Each faction keeps a reputation for you. Talk to anyone (E) to see where you stand, what the settlement has and what it lacks.
    • Gifts raise reputation — double for whatever they are short of, with diminishing returns.
    • Trade: buy from their stores, sell them your goods; prices follow scarcity and standing.
    • Killing their people or smashing their buildings costs reputation; enough blood and they declare war on you. Killing monsters near their homes, or raiders attacking them, earns it.
    • War can be declared outright. Peace costs silver. An alliance needs real trust (70+).
    • Factions notice whose side you are on: allies of your enemies cool toward you.

New in 0.3.0

  • Roads between neighbouring settlements, laid over dry land, with lamp posts every 30 m.
  • Caravans: a trader with two guards leaves or arrives by the road.
  • Hired fighters: a friendly settlement hires out two fighters who follow you for 15 minutes.
  • Tower guard, villagers running errands between shifts, a paved square in every hamlet and up.
  • Chronicle widget tells what the nearest settlement and the other factions are busy with.
  • Settings menu: the "LF" tile on the inventory screen (Tab) - features, language, limits.
  • Russian and English; the mod follows the game's language.
  • Two relic axes (Wolf Fang, Stag's Horn).

Install

With a mod manager (r2modman, Thunderstore Mod Manager): install the package; BepInEx and Jötunn come with it.

By hand:

  1. Install BepInExPack Valheim and Jötunn.
  2. Copy LivingFactions.dll into Valheim/BepInEx/plugins/LivingFactions/.
  3. Start a world. The factions arrive on the first day you play with the mod; an existing world works too. Back up your world first — settlements level terrain and place pieces.

Faction state is saved next to the BepInEx config, in BepInEx/config/LivingFactions/<world>_<uid>.json, whenever the world saves.

Console

Start the game with -console, press F5:

Command
lf status every faction and settlement, with distance
lf factions your standing with each faction and who is at war
lf chronicle [n] recent history
lf advance <days> run the simulation ahead
lf tp <settlement> travel to a settlement
lf rep <faction#> <value> set your reputation

Config

BepInEx/config/alexandr.livingfactions.cfg: simulation pace, race factions on/off, wars on/off, settlement limits, how many inhabitants appear as characters, language (auto, en, ru), on-screen chronicle messages.

Building from source

Requires the .NET SDK and a Valheim install with BepInEx and Jötunn (set VALHEIM_INSTALL if it is not in the default Steam folder).

dotnet build src/LivingFactions -c Release      # builds and copies the plugin into the game
dotnet run --project tools/SimHarness           # runs the simulation headless with 31 checks

src/LivingFactions.Core is the simulation and has no dependency on the game; the harness runs it against a stand-in world and verifies determinism, save/load, invariants across 25 seeds and a diplomacy scenario.

Known limits

  • Single-player / host only for now.
  • Villagers walk to trees, rock piles, fields and building sites and swing their tools there, and gather at the fire at night; what is produced is still decided by the simulation (their swings do not fell trees).
  • Race factions use the same building style as the clans.
  • Removing the mod leaves the buildings in the world as ordinary pieces.

Credits

  • BepInEx, HarmonyX, Jötunn.
  • Built with AI assistance (Claude Code with the universal-modder toolkit). No game files, decompiled code or extracted assets are included; every building is assembled at runtime from the pieces in your own copy of the game.
Thunderstore development is made possible with ads. Please consider making an exception to your adblock.