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Changes in structural damage
About This Mod
Damage to buildings can be changed in a highly customizable way.
The buildings in the vanilla town of Valheim are quite strong. However, mod can easily turn your castle or ship into a house of cards. This mod is designed to improve this.
Buildings in the game are divided into a configurable number of categories. By default, mod only distinguishes between ship and player constructions. Non-player structures are ignored.
You can use the following elements to determine whether a building belongs to a particular category:
- The name of the building.
- Building material.
- Non-playing structures are excluded.
For each category of damage to structures, you can change it in two ways:
- Using the global key. It is used to determine which bosses Vanilla Valheim won.
- With the help of an item, which should be present in the player's inventory and can set the scope.
When either condition is met, damage to the building is reduced accordingly.
Example with default configuration:
- After defeating Yaglut, all of the player's structures take only 50% of their normal damage.
- If you have a Yaglute Thing, damage to structures within 100 meters (greater than) is reduced by a factor of 50%, leaving 25% damage.
In the same way you can configure automatic repair of buildings. The boss key cannot be used here. In general, this function is designed to automatically repair hard-to-reach objects that could be hit by an AOE attack.
Example of default settings:
- If the "Iaglute thing" is captured, all buildings within 100 meters of the player will be repaired by 5% every two minutes.
Installation method.
Simply unpack it and place it in the BepInEx/plugins folder. It is obvious that BepInEx is required for installation.
Source: Github.
Sample configuration (slightly extended from what the game automatically generates when launched with this mod).
## Configuration file created by Structure Damage Tweaks v1.0.0 plugin.
## Plugin GUID: StructureDamageTweaks.
[AutoRepair]
## Timer indicating how often auto repair will be performed, in seconds.
(see category.) If the value is 0, it is disabled. Low .
Low values are not recommended.
## Configuration type: Configuration type: UInt32.
## Default value: 120
Timer = 120
[Category]
# # # # Number of additional categories for which damage reduction is determined.
# # # # Number of additional categories. You can use categories to exclude structures from another category.
You can exclude from different categories. Each structure can always belong to only one category.
0 first, ... . Finally, the default value is checked.
# Set type: UInt32.
# Default value: 1
Number of categories = 2
[Category 0]
# Used to determine if the structure belongs to this category.
Options: 'structureName', 'material', 'none'. CategoryDefault]'.
always 'none'.
# Configuration Type: string
# Default value: structureName
type = structureName
# Name of the structure in this category.
# Configuration type: string.
# Default: raft,karve,vikingship,littleboat,cargoship,bigcargoship
Structure name = raft,karve,vikingship,littleboat,cargoship,bigcargoship
## Used only in games where diary is active. It is recommended that you name the category for illustrative purposes.
## String configuration type.
# Default value: ship
Name = Ship.
## Determines if this group applies only to structures built by any ## player.
Determines if this group applies only to structures built by players. Note that if this value is false, then hives and other # # # # structures that you really want to destroy may also be included in this group.
Note that the group may include structures that you really want to destroy, for example.
# Configuration Type: Configuration Type: boolean.
# Default value: true
OnlyPlayerStructures = true
## Global key to apply modifier. The first key applied will be used. Examples of values.
defeed_eikthyr,defeed_gdking,defeed_bonemass,defeed_dragon,defeed_goblinking,defeed_MourningQueen,KilledJotunn,defeed_damnedone.
# Configuration type: string.
# Default: defeated_damnedone,KilledJotunn,defeated_MourningQueen,defeated_goblinking
Global key name = defeated_damnedone,KilledJotunn,defeated_MourningQueen,defeated_goblinking
## Damage multiplier per name. The first multiplier applied is used.
This list must be the same length as 'GlobalKeysNames'. This list must be the same length as 'GlobalKeysNames'.
ignored. Values less than zero
not recommended because this will restore the structure; values are less than one
reduces structural damage; values greater than 1 increase damage.
# Configuration type String.
# Default value: 0.01,0.2,0.3,0.5
GlobalKeysMultipliers = 0.01,0.2,0.3,0.5
## 'TokenName' The name of the item to which the modifier will be applied, if it is in the player's inventory.
See also.
https://github.com/Valheim-Modding/Wiki/wiki/ObjectDB-Table
See also. 'structureweaks inventory' is in the game for a complete list of 'token names'.
You can view a complete list of "tag names" for items in your inventory.
The first item on this list with an effective effect will be used (see below).
will be used.
# Configuration type String.
# The default value is Yagrooth.
ItemInventoryRequirements = Yagluth's.
## The damage multiplier for each item. The first multiplier is applied.
First factor not equal to '1' is used. The length of this list
It must be the same length as 'ItemInventoryRequirements' and 'ItemInventoryRequirements'. Items that are missing or cannot be converted to floating point numbers
Set to '1', i.e. has no effect. Values less than zero
Not recommended because buildings are being repaired; values less than 1 reduce damage to buildings.
Values above 1 increase damage.
# Configuration type String.
# Default value: 0.5
Item inventory multiplier = 0.5.
## Number of automatic repairs for each item. All buildings within range
repairs with this frequency every '[Auto Repair]Timer' second. First renovation
a non-zero value is used. This list is used for
This list must be the same length as 'ItemInventoryRequirements'.
Set as
# Configuration type String.
# Default value: 5
ItemInventoryAutoRepairPercentage = 5
## Range for each subject. Validated for each structure.
This list must be the same length as 'ItemInventoryRepairPercentage'.
This list must be the same length as 'ItemInventoryRequirements'.
This list must be the same length as 'ItemInventoryRequirements'.
Items with different ranges can work together if they are ordered correctly: Items with different ranges can work together if ordered correctly.
Items with different ranges can work together if ordered correctly: Items with different ranges can work together if ordered correctly.
# Configuration type Configuration type: string.
# Default value: 100
Inventory range = 100
[Category 1]
## Material name in this category. Possible values: wood, stone, iron, solid wood.
# Configuration type: string.
# Possible values: iron
Material Type = Iron
## Only used in games where diary is enabled. It is recommended that you name the categories for clarity.
## Configuration type: string.
# Default value: IronExample
Name = IronExample.
## Determines if this group applies only to structures built by any player.
Determines if this group applies only to ## structures built by any player. Note that if this value is false, then hives and ### # other structures that you really want to destroy may also be included in this group.
Note that this group may include structures that you really want to destroy, for example.
# Configuration Type: Configuration Type: boolean.
# Default value: true
OnlyPlayerStructures = true
## Global key to apply modifier to. The first key applied will be used.
Example value:
# Configuration type: string.
# Default: defeated_damnedone,KilledJotunn,defeated_MourningQueen,defeated_goblinking
Global key name = defeated_damnedone,KilledJotunn,defeated_MourningQueen,defeated_goblinking
## Damage multiplier per name. The first multiplier applied is used.
This list must be the same length as 'GlobalKeysNames'. This list must be the same length as 'GlobalKeysNames'.
ignored. If value is less than zero
Below zero is not recommended as the structure needs repair; below one reduces damage to the structure.
Reduces structure damage; above 1 increases damage.
# Configuration type String.
# Default value: 0.01,0.2,0.3,0.5
GlobalKeysMultipliers = 0.01,0.2,0.3,0.5
## 'TokenName' The name of the item to which the modifier will be applied, if it is in the player's inventory. See also.
https://github.com/Valheim-Modding/Wiki/wiki/ObjectDB-Table
See also. 'structureweaks inventory' is in the game for a complete list of 'token names'.
You can view a complete list of "tag names" for items in your inventory.
The first item on this list with an effective effect will be used (see below).
will be used.
# Configuration type String.
# The default value is Yagrooth.
ItemInventoryRequirements = Yagluth's.
## The damage multiplier for each item. The first multiplier is applied.
First factor not equal to '1' is used. This list looks like this:
'ItemInventoryRequirements' and must be the same length as 'ItemInventoryRequirements'. Items that are missing or cannot be converted to floating point numbers
Set to '1', i.e. has no effect. Values less than zero
Not recommended because buildings are being repaired; values less than 1 reduce damage to buildings.
Values above 1 increase damage.
# Configuration type String.
# Default value: 0.5
Item inventory multiplier = 0.5.
## Number of automatic repairs for each item. All buildings within range
repairs with this frequency every '[Auto Repair]Timer' second. First renovation
a non-zero value is used. This list is used for
This list must be the same length as 'ItemInventoryRequirements'.
It is set as
# Configuration type String.
# Default value: 5
ItemInventoryAutoRepairPercentage = 5
## Volume per item. Validated for each structure.
This list must be the same length as 'ItemInventoryRequirements'.
This list must be the same length as 'ItemInventoryRequirements'.
This list must be the same length as 'ItemInventoryRequirements'.
Items with different ranges can work together if they are properly ordered: Items with different ranges can work together if they are properly ordered.
Items with different ranges can work together if ordered correctly: items with different ranges can work together if ordered correctly.
# Configuration type Configuration type: string.
# Default value: 100
Item counting range = 100
[default category].
# Used only for games with logging enabled. For clarity, however, it is recommended that you give the category a name.
# Configuration Type: String
# Default value: default
Name = default.
## Determines if this group applies only to structures built by any player.
Determines if this group applies only to structures built by a single player. Note that if this value is false, hives and other buildings that you really want to destroy may be included in the group.
Please note that the group may include buildings that you really want to destroy, for example.
# Configuration Type: Configuration Type: boolean.
# Default value: true
OnlyPlayerStructures = true
## Specifies the public key to which you want to apply the modifier. The first key applied will be used.
Example values:
# Configuration type: string.
# Default: defeated_damnedone,KilledJotunn,defeated_MourningQueen,defeated_goblinking
Global Key Name = defeated_damnedone,KilledJotunn,defeated_MourningQueen,defeated_goblinking
## Damage multiplier per name. The first multiplier applied is used.
This list must be the same length as 'GlobalKeysNames'. This list must be the same length as 'GlobalKeysNames'.
ignored. Values less than zero
not recommended because this will restore the structure; values are less than one
reduces structural damage; values greater than 1 increase damage.
# Configuration type String.
# Default value: 0.1,0.2,0.3,0.5
GlobalKeysMultipliers = 0.1,0.2,0.3,0.5
## 'TokenName' The name of the item to which the modifier will be applied, if it is in the player's inventory. See also.
https://github.com/Valheim-Modding/Wiki/wiki/ObjectDB-Tableを参照してくpoliticalだ さ い 。
See also. 'structureweaks inventory' is in the game for a complete list of 'token names'.
You can view a complete list of "tag names" for items in your inventory.
The first item on this list with an effective effect will be used (see below).
will be used.
# Configuration type String.
# The default value is Yagrooth.
ItemInventoryRequirements = Yagluth's.
## The damage multiplier for each item. The first multiplier is applied.
First factor not equal to '1' is used. The length of this list
It must be the same length as 'ItemInventoryRequirements' and 'ItemInventoryRequirements'. Items that are missing or cannot be converted to floating point numbers
Set to '1', i.e. has no effect. Values less than zero
Not recommended because buildings are being repaired; values less than 1 reduce damage to buildings.
Values above 1 increase damage.
# Parameter type String.
# Default value: 0.5
Item inventory multiplier = 0.5.
## Number of automatic repairs for each item. All buildings within range
repairs with this frequency every '[Auto Repair]Timer' second. First used
a non-zero value is used. This list is used for
This list must be the same length as 'ItemInventoryRequirements'.
Set as
# Configuration type String.
# Default value: 5
ItemInventoryAutoRepairPercentage = 5
## Range for each subject. Validated for each structure.
This list must be the same length as 'ItemInventoryRepairPercentage'.
This list must be the same length as 'ItemInventoryRequirements'.
This list must be the same length as 'ItemInventoryRequirements'.
Items with different ranges can work together if they are properly ordered: Items with different ranges can work together if they are properly ordered.
Items with different ranges can work together if ordered correctly: items with different ranges can work together if ordered correctly.
# Configuration type Configuration type: string.
# Default value: 100
Inventory range = 100
[Logging]
## Enable logging. Note that if this setting is enabled at the same time as the auto repair, the game will slow down every time the auto repair is performed.
If you enable this setting, the game will run slower each time it is automatically repaired.
Note that if you enable the game at the same time as AutoRecover, the game will run slower each time AutoRecover is applied.
# Configuration type: boolean.
# Default value: false
Enable Logging = false
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