Idavoll
Dungeon respawn for Valheim. Crypts, caves and camps rebuild on a timer, with the same layout and everything back inside.Changelog
0.1.3
Added
- Skeid's car is protected from resets. One parked inside a camp's radius was being cleared out with the camp.
Changed
- Rewrote the readme for players. Most of it was engine detail written for whoever maintains the mod rather than for anyone installing it.
Notes
- The reset engine is unchanged from 0.1.2.
0.1.2
Documentation only. No behaviour change.
Fixed
- The settings table still said
skipUniqueLocationsprotects boss altars. It does not, which is the whole reason 0.1.1 named them off instead. defaultIntervalHourswas described as the fallback for locations no rule names. Those never reset; the setting only supplies an interval to a rule that does not state its own.
Added
- Documented
radiusMarginFactorandradiusMarginMeters, which have shipped since 0.1.0 and appeared in no document. They control how far around an outdoor camp a reset reaches.
0.1.1
Added
- Mistlands: dvergr towns, infested mines and dvergr guard towers, every 96 hours.
- Ashlands: the charred fortress, fortress ruins, charred ruins and charred tower ruins, every 96 hours. Morgen holes every 72.
- OreMines mines every 72 hours, if you run blacks7ar's OreMines. Harmless if you do not.
Fixed
- Boss altars, the Queen, the Fader, Hildir's content, the starting temple and Haldor's camps are
now held off by name, and stay off even with the catch-all enabled. 0.1.0 said
skipUniqueLocationscovered them and it never did: unique means only one may exist in the world, and a real map has five Bonemass altars and ten Haldor camps. Nothing could have reset with the shipped defaults, but anyone who enabled the catch-all would have found out the hard way.
Notes
- Deep North has no dungeons to add. Valheim 1.0.15 generates only a runestone and Hildir's content up there.
- Scenery in the new biomes stays out, same as everywhere else: statues, viaducts, rock spires, giant skeletons, infested trees, volture nests, charred stone spawners and runestones.
0.1.0
First release. Dungeons come back.
Added
- Every dungeon gets a timer. When one comes due and nobody is near it, everything the location placed is destroyed and the game builds it again. Loot, monsters, ore, doors, props.
- The layout does not change. The original position and rotation are read off the dungeon before anything is destroyed and forced back during the rebuild, so a crypt you have learned is still the crypt you learned.
- Protection for anything a player built, portals, terrain, beds, tombstones, players, tamed creatures, ships, carts, dropped items, trees and rocks. Worked out from the game rather than from a list of names, so modded equivalents are covered.
- A Dungeons tab in Highseat's panel: every dungeon with its countdown, and a dry run and a reset button for each.
idavoll_dryrun, which prints what a reset would destroy and keep and touches nothing. Plusidavoll_status,idavoll_locations,idavoll_reset,idavoll_pending,idavoll_forget,idavoll_reloadandidavoll_abort.- A refusal ceiling. If a reset would destroy more than
maxObjectsPerResetobjects it stops and says so, rather than proceeding.
Notes
- Resetting is opt in. Burial chambers, sunken crypts, mountain caves, troll caves and Fuling villages, and nothing else. Valheim counts around fourteen thousand locations in a world and nearly all of it is scenery, so the catch-all rule ships disabled and a location with no rule never resets.
- Settings live in a JSON file the server owns and pushes to admin clients.
- On a dedicated server the clear-out is immediate but the rebuild waits until a player is next
near that zone, because that is when the server builds the zone at all. In between the dungeon
is empty and
idavoll_pendingreports it aswaiting. This is deliberate. - Take a world backup before the first reset, and use
idavoll_dryrunbefore trusting one.
