Valheim

Valheim

Vokun Vulon Apr 16, 2022 @ 8:44pm
Iron Cages, and Mobs within them
So, we put a 1 star Greydwarf in an iron cage, and closed the door, severed the harpoon, and he's just sat there happily not giving a hoot for any of us, not attacking the iron bars or the stone wall behind him (back bars of the cage overlap the stone wall, so he could hit it if he wanted) and it got us thinking of making a, for lack of a better term, Zoo...

My question here is, are mobs actually set to go somewhat passive in the cage, or is it just the Greydwarfs? Can we cage one of them nasty wolf monster things? A Sea Serpent? A Troll?

Does anyone know if, when lead into an iron cage, walls filled in and doors closed, will any mobs try to smash their way free, or will they all behave like our new 1* Greydwarf pet?

Should we get around to doing this prior to anyone else having the answers, I will consider putting something up as a guide covering all creatures this can be done with, and any particular steps one may need to take for certain things, i.e how to actually get a troll or sea serpent into a cage without getting totally clapped, or the ideal cage sizes for different things.

I have some ideas, and avoid 1x1 floors for the cells, 2x1 at least for ease of use, the iron door can and will shove you or your new prisoner through the bars, and if there's something else on the other side of the bars you may be stuck and unable to escape without destroying something, there is also no way to open doors towards you, only away from you, and you can't set a door to only open in a certain direction, if this were the case then 1x1 would be easier to deal with as you can avoid the aforementioned issues. (If you read this Devs, the option to lock doors, pull open as an alternative to push open, or a way to set doors to open in 1 direction (1 way cell door alternative crafting option so people can't open it from the inside, for the added RP factor or something?) Just some ideas!)
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Showing 1-15 of 18 comments
loppantorkel Apr 16, 2022 @ 10:52pm 
I've only tried skeletons and greydwarfs. Skeletons are more aggressive, but do little damage, and I'm not sure but I think they also calm down unless they hear the player. It was a while ago and I didn't keep the skeletons all that long (they didn't get along with the greydwarfs..).

https://steamcommunity.com/sharedfiles/filedetails/?id=2622615883
jonnin Apr 16, 2022 @ 11:15pm 
as far as I can tell cage walls are totally solid or something. The enemy cannot see through them at all, this is why it went passive. If you make noise or something he may alert for a bit. You also can't shoot thru them etc.

A zoo may work but some of the tougher enemy may break out if they get alerted, and it seems to be slightly unstable as to when that can happen.
Vokun Vulon Apr 17, 2022 @ 5:31am 
Cool, we shall go ahead with our plans over the next however-long-it-takes and let yall know what we manage to pull off!
avatar.zero Apr 18, 2022 @ 12:39am 
Originally posted by jonnin:
as far as I can tell cage walls are totally solid or something.

This, by my experience. It's also why smoke gets trapped by them instead of being able to flow past the bars.
Vokun Vulon Apr 18, 2022 @ 5:20am 
We have a mod for that, makes smoke ignore the flat cage floor/ceiling, so it can be used over firepits and stuff, honestly it needs to be vanilla, smoke not going thru the bars, or smoke going thru a 1x1 hole in the floor but NOT if you box around the top with 1x1 walls to make a chimney, theres a few spots its annoying
Mharr Apr 18, 2022 @ 7:21am 
There's a reasonable smoke mod? Is this it? https://valheim.thunderstore.io/package/JereKuusela/Smoke_Collision
Last edited by Mharr; Apr 18, 2022 @ 7:22am
Vokun Vulon Apr 18, 2022 @ 7:29am 
Yep!
Mharr Apr 18, 2022 @ 8:01am 
I'm hoping you can also add wood beams to the config so detailing chimney edges doesn't block smoke?
Vokun Vulon Apr 18, 2022 @ 8:48am 
you can add anything to the config
Smelly Kitten Apr 18, 2022 @ 9:35am 
I done this with the serpent and it de-spawned!
Mharr Apr 18, 2022 @ 9:39am 
Yeah, night spawned mobs do that at daybreak no matter what. I wish they'd at least try to retreat out of sight first.
Vokun Vulon Apr 18, 2022 @ 9:59am 
Dang, we'll try it ourselves soon, our greydwarf is still here tho!!
freshbox Apr 18, 2022 @ 10:11am 
Greydwarfs worked for me, fulings didn't stop hitting the cage until it broke.
sarteck Apr 18, 2022 @ 10:18am 
Sometimes I get lazy and don't close doors behind me, and I get greydwarves wandering into my houses. Once inside, even when I'm in there cooking or crafting, they go passive and it gets pretty hilarious. We've even built around them and used them as "receptionists" in some builds.
Asmosis Apr 18, 2022 @ 9:00pm 
Originally posted by Mharr:
Yeah, night spawned mobs do that at daybreak no matter what. I wish they'd at least try to retreat out of sight first.

They generally wont go "poof" while you have line of sight and will try to run away instead. There's probably a timer on how long they will attempt to run for before simply being removed though.
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Date Posted: Apr 16, 2022 @ 8:44pm
Posts: 18