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CorpusValheim

Displays and interaction

Building

Displays check ward access, supported item shared names/types and attachment availability. Removing an item restores its saved external item state. A guardian trophy selects a guardian power after its delay; it does not immediately activate the effect. Chairs and barber seats require range, an unused seat, no encumbrance and a two-second sit interval. Doors may require and consume a matching-world-level key; keyed doors cannot be closed through their ordinary interaction branch. Signs check ward access and user-content privileges. Switches delegate to their owning gameplay callback; held use respects the authored repeat interval.

Item Stand configuration 1

Rows 43–53 of 53

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Item Stand configuration 2

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Item Stand configuration 3

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Item Stand configuration 4

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Item Stand configuration 5

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Item Stand configuration 6

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Item Stand configuration 7

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Item Stand configuration 8

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Item Stand configuration 9

Rows 1–6 of 7

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

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Game version 1.0.12Version, artwork & sources