Valheim
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1.1.0
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Changelog

Notable changes to Dvala. Format follows Keep a Changelog, and the mod uses semantic versioning.

[1.1.0] - 2026-10-11

Added

  • The winding tunnels and Mörkhalla are restocked. Both are new in Valheim 1.0, and a dungeon whose room theme was not in Dvala's list was left alone with nothing logged, so neither ever came back (site bug 3). Contents/Tunnels and Contents/Morkhalla, both on by default, switch them. A Devkit scenario places each and checks they are covered and restock. Whether an emptied chest and a mined ore vein come back inside them is not yet checked by hand.
  • dvala wanted and dvala scan in the console. wanted says whether the config covers the dungeon whose entrance you stand at and prints its room theme; scan lists every dungeon generator the game has loaded, networked or not, which is how to tell a dungeon that is not there from one Dvala cannot see. They need devcommands.

[1.0.4] - 2026-10-06

Fixed

  • A gravestone stops a restock. A due dungeon with a player's gravestone in any of its rooms is left alone, stamp included, and tried again on the next sweep. Spawners are no longer re-armed around a grave before you collect it. Always on, no setting. dvala restock refuses the same way, and Verbose logs one line per dungeon. (LHM-74)

[1.0.3] - 2026-10-05

Added

  • Pickups come back (LHM-67). Contents/Pickups, on by default, puts back the hanging items and pedestal pieces of the frost caves, and any other pickable that is destroyed when taken. A restock could not do this before because nothing is left to reset. The list is rebuilt from the placed rooms' own prefabs the way the game lays a dungeon. A pickup counts as missing when no object of its kind is within three quarters of a metre of its spot, and only the missing ones are spawned, so a second pass spawns nothing and a dropped item is never touched. Only the owner of the dungeon does it, and while the setting is on only the owner restocks a dungeon at all. The restock log line now reads pickups spawned/expected.
  • dvala restock in the console runs the ordinary restock on the dungeon you stand at. A Devkit scenario checks that a fresh dungeon spawns nothing.

Fixed

  • A restocked crypt could keep every chest empty with no sign why (LHM-68). The chest pass decided a chest was empty from the component, which fills itself from the saved record a frame after it appears and then once a second, so a chest reached in that window looked empty while holding loot. It now reads the saved record. It also no longer counts a refill as done when the ownership claim had not taken, when the drop table rolled nothing, or when the write did not reach the record. A chest that could not be refilled leaves the dungeon unstamped, so the next sweep retries it instead of waiting thirty days. Verbose logs one line per chest skipped, with the reason. The cause of the original report is a hypothesis until a game test shows which skip it was.

[1.0.2] - 2026-09-19

Fixed

  • Creatures now come back on a server, not only in singleplayer. A restocked dungeon on a server got its chests, pickables and veins back but none of its creatures. Re-arming a spawner means clearing the record that it already fired, and the game never sends that clear to anyone else: it stayed on the one client that swept the dungeon and was lost as soon as that client dropped the area, logged out or handed ownership on. The day stamp had already synced, so the dungeon then counted as restocked for thirty days with no creatures in it. The sweep now also leaves a note on each spawner it re-arms, which does sync, and whichever client owns that spawner when it next ticks clears the record itself right before the game decides whether to spawn. The note is lifted the moment the spawner spawns. Dungeons already restocked without their creatures fill in properly at their next restock. Tested on a dedicated server: a cleared crypt re-armed all ten of its spawners, and its creatures were there after logging out and back in, which is exactly the step that lost them before.

[1.0.1] - 2026-09-12

Changed

  • Rewritten README. Same mod, clearer documentation: what it does and how to install it come first, then configuration, multiplayer behaviour, compatibility and troubleshooting. Every config table was checked against the plugin's own Config.Bind calls, so the settings, sections and defaults listed are the ones actually bound. No code changed in this release.

[1.0.0] - 2026-09-09

First version.

A dungeon left alone for thirty in-game days fills back up: chests re-roll from their own drop tables, pickables return, part-mined veins heal, and spawners whose creature is gone are re-armed. Nothing is regenerated and nothing saved is destroyed.

Every mechanism in it was read out of the game's assemblies rather than guessed, and read twice by different readers. Three of the four are now also confirmed in a running game, singleplayer, on 2026-09-09:

  • Spawners re-arm and their creatures come back.
  • Veins restore whole, including a partly mined one.
  • Chests refill when empty and are left alone when they still hold something.

Pickables are unconfirmed. Every run so far reports none restored, and it is not yet known whether that means none were picked in the rooms tested or whether the pickables in question are the class that is destroyed on pick rather than flagged.

Hildir's three - the Sealed Tower, the Howling Cavern and the Smouldering Tomb - are included on the same timer as everything else. That changes what Lur's horn is for: it still wakes a mini-boss on the spot, but it is no longer the only way to fight one again. HildirRooms off puts it back.

KeepVeins, on by default, is the one setting that changes vanilla rather than restoring it. A vein deletes itself when its last chunk dies, and nothing records that it was ever there, so a postfix on AllDestroyed holds that deletion back inside dungeon interiors. What is left is an invisible husk with no collision that the timer fills back in. Off, and a stripped vein is gone for good.

Known gaps

  • Pickables with no respawn time and no hidden child, and PickableItem pedestals, are destroyed on pick and cannot be restored.
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