Valheim
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Latest version
0.1.3
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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 skipUniqueLocations protects boss altars. It does not, which is the whole reason 0.1.1 named them off instead.
  • defaultIntervalHours was 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 radiusMarginFactor and radiusMarginMeters, 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 skipUniqueLocations covered 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. Plus idavoll_status, idavoll_locations, idavoll_reset, idavoll_pending, idavoll_forget, idavoll_reload and idavoll_abort.
  • A refusal ceiling. If a reset would destroy more than maxObjectsPerReset objects 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_pending reports it as waiting. This is deliberate.
  • Take a world backup before the first reset, and use idavoll_dryrun before trusting one.
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