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StarLevelSystem

TitleHeader

Star Level Systems expands upon the Valheim star system and allows extensive customization.

Features:

  • Expand Creature Star levels (as high as you want)
    • Sizing configuration for all creatures
  • Customize Raids, complete control over creatures, activation mechanics etc
    • Raids will be tailed to each players progress and multiple raids can occur at the same time
  • Multiple different scaling strategies
    • Scale levels by distance
    • Scale levels by zones
    • Scale levels by bosses killed
  • Nemesis System (personal/group dungeon master)
    • Can modify the world around you to make things easier, harder or provide unique challenges/opportunities
  • Fine grained control of all creature aspects
    • Health, damage, size, speed, attack speed, base and per level
    • Resistance or weakness to all elements
  • Unique colorization for any creature
    • Per level colorization for any creature
    • Bulk color generators for defining whole ranges of color levels
  • Unique Modifiers for all creatures, multiple different categories (Boss, Major, Minor)
    • Creatures names based on modifiers
    • Star Icons based on modifiers
    • Visual effects for modifiers
    • Per level, fine grained configuration and tuning of modifiers
  • Scaling, fine-grained control and configuration of all creature drops
    • scale individual loot entries differently
    • modify chance drops based on level of the creature
    • Add, remove, change all drops
  • Scaling of the world around you
    • level up the FISH!
    • level scaled BIRDS
    • level scaled TREES
  • Configurable location, dungeon, terrain and ore resets to passively regenerate the world around you
    • Supports mod locations, resources, and pickables

Got a bug to report or just want to chat about the mod? Drop by the discord or github.

discord logo github logo

Below are a few examples of what you might see, and what the mod can do.

HeaderExample

Features

Levels, Levels and more Levels (LevelSettings.yaml)

So you want creatures to have more levels, but you don't want to die instantly to a level 100 boar when you start the game? Well have I got the config file for you.

Level settings allows configuration of creature levelup chance, creature stats, max level, increased level up chance based on distance from the center- and respectively biome based configs for all of that.

Want some help calculating and building a level definition? Check out this tool

Biome Configuration

Lets take a look at some of the things you can do with this, and what better spot to start out than the default All biome configuration (which applies to every creature by default).

Here is a section of the default example config, lets walk through what everything does.

 All:
    distanceScaleModifier: 1.5       # The influence of distance ring based scale increases (1.5 means 150% of the bonus value will be applied)
    spawnRateModifier: 1.5           # Spawn rate of every creature is 50% higher (1.5), which means every spawn has a 50% chance of being 2 creatures.
    creatureBaseValueModifiers:      # These values modify the base stats of every creature in this biome (eg, all creatures)
      BaseHealth: 1                  # The default health of all creatures is 100% (1), numbers below 1 reduce health, above increase is (2) is 200% health for everything
      BaseDamage: 1                  # Default damage of all creatures is 100% (1)
      Speed: 1                       # Default movement speed of all creatures is 100% (1)
      Size: 1                        # Default size of all creatures is 100% (1)
    creaturePerLevelValueModifiers:  # Per level modifiers are applied per level, eg each star will give this value to the creature
      HealthPerLevel: 0.4            # Each star provides 40% more health (0.4)
      DamagePerLevel: 0.1            # Each star provides 10% more damage (0.1)
      SpeedPerLevel: 0               # Each star does not increase speed (0)
      SizePerLevel: 0.1              # Each star makes the creature 10% bigger (0.1). Negative values shrink instead (-0.1 is 10% smaller per star)
    damageRecievedModifiers:         # Damage reduction or increases
      Poison: 1.5                    # Everything recieves 50% (1.5) more damage from poison (that includes players)

Note: creaturePerLevelValueModifiers do not apply to characters. But, damageRecievedModifiers DOES.

Note on sizing: per-level size is applied as Size + (SizePerLevel * stars), so a 0 star creature is exactly Size. SizePerLevel may be negative to make creatures shrink with each star. The final multiplier is floored at the MinimumCreatureScale config value (default 0.1), so creatures can never reach zero size or turn inside-out no matter how negative the value is.

Biome specific configurations can be used to override the default All configuration, in this case max level for Ashlands is being set to 26 and the distance modifier is being reduced by 50%

  AshLands:
    biomeMaxLevelOverride: 26
    distanceScaleModifier: 0.5

Creature Configuration

Creature specific configuration allows you to override what is set in the biome definition for a creature, which allows more fine-grained control of how a specific creature should be modified.

Lets take a look at this creature definition

  Troll:                                # Creature prefab name, must match exactly, you can find this using VNEI, the wiki, or Jotunn prefab documentation
    customCreatureLevelUpChance:        # Sets the levelup chance for this specific creature, overrides the default values, can still be modified by distance bonuses
      1: 100                            # Gauranteed level 1
      2: 50                             # 50% chance to reach level 2
      3: 5                              # 5% chance to reach level 3
    creatureMaxLevelOverride: 11        # Overrides the max level for this creature (11 instead of biome default)
    creatureBaseValueModifiers:         # Overrides the base stat modifiers for this creature, values below 1 reduce stats, above 1 increase stats
      BaseHealth: 1.05                  # Base health is increased by 5%
      BaseDamage: 0.95                  # Base damage is reduced by 5%
      Speed: 1.05                       # Speed is increased by 5%
      Size: 1.05                        # Size is increased by 5%
      AttackSpeed: 1.05                 # Attack speed is increased by 5%
    creaturePerLevelValueModifiers:     # Per level stat modifiers for this creature, these are multiplied by the creatures level and applied to the total stat value
      HealthPerLevel: 0.3               # Each star provides 30% more health
      DamagePerLevel: 0.05              # Each star provides 5% more damage
      SizePerLevel: 0.005               # Each star provides 0.5% more size (use a negative value to shrink per star)
    requiredModifiers:                  # Modifiers that this creature will always spawn with, regardless of level, chance or modifier limit, but still count towards max modifier count
      Poison: Major                     # Trolls will always spawn with the Poison major modifier, Modifier names can be found in Modifiers.yaml, along with their categories

Levelup Chance

This is a definition of the chance that a creature has to level up at each point.

This works hand in hand with the distance scale modifier and distanceLevelBonus, distance level bonuses are applied if the creature falls into a distance category with bonuses. eg:

distanceLevelBonus:
  1250:
    1: 25

Will give all creatures a +25% chance to reach the first star level, if they are at least 1250m from the center. This value is then modified based on biome settings. In our example biome file we have a 1.5 value for the distance modifier so 1.5 x 25 = 37.5 would be the increase provided to reach level 1.

If the total bonus and base value exceeds 100 that level will be guaranteed, every creature with that condition will be at a minimum that level. You can see this in some of the later distance bonuses which slowly drive of the guaranteed spawn level of creatures up

  5000:
    1: 100      
    2: 100      # All creatures at least 5000m from center will be level 2+
    3: 75
    4: 50
    5: 25
    6: 15

You can also use the distanceLevelBonus to add additional levels, make it so that certain distances are required to spawn higher level enemies.

defaultCreatureLevelUpChance:
  1: 20
  2: 15
distanceLevelBonus:
  1250:
    1: 25
    2: 15
    3: 5
  5000:
    1: 100      
    2: 100
    3: 75
    4: 50

With the above configuration the region closest to start up to 1250m will only be able to spawn level 1 and 2 creatures. Between 1250m and 5000m creatures can spawn up to level 3, and beyond 5000m creatures can spawn up to level 4.

Now, we've walked through a lot of the bonuses to level up chance but lets take a look at the base values too. Star level systems default config has a relatively large spawn range- which is limited by biome configuration.

defaultCreatureLevelUpChance Defines the levelup chance of all creatures, this however can be limited by biome configuration and it can be increased by other factors, such as the distance from center bonus.

defaultCreatureLevelUpChance:
  1: 20
  2: 15
  3: 12
  4: 10
  5: 8
  6: 6.5
  7: 5
  8: 3.5
  9: 1.5
  10: 1
  11: 0.5
  12: 0.25

Nemesis System

The Nemesis system is designed to constantly tune the world around a player or group of players to ensure that their experience and challenges are appropriate.

It does this by analyzing things the player does and tracking statistics about the players combat performance. Lower combat scores result in reduced challenge, high combat scores result in increased challenge.

This is all extremely configurable, and everyone's experience is likely to be very different due to differences in skill or playstyle and that is ok. Ideally everyone should feel times of challenge, and that setbacks do not feel overwhelmingly punishing.

Nemesis system also contains the ability to make unique enemies that will attempt to hunt you (or a friend) down in the future (small chance to spawn).

Nemesis configuration.

NemesisVersion: 1
CreateMinibossFromPlayerKiller: true   # controls whether or not player deaths can result in a nemesis enemy being created
CreationRemovesSourceCreature: true    # whether or not the create that turns into a nemesis boss gets removed from its current location
NemesisBossChance: 0.1                 # chance that a nemesis boss can be created
NemesisBossMaxLevelBonus: 0.4          # percentage level bonus for the nemesis boss
NemesisBossMinLevelBonus: 0.2
NemesisMinionTemplatesByBiome: ...
ScoreSystem:                           # Nemesis score system determines player score and what actions can happen
  NeutralScore: 5000                   # score moves back towards this neutral point all of the time
  MaxScore: 10000                      # max score
  DeathScoreReduction: 1500            # how much score is reduced when the player dies
  DecayPerUpdate: 250                  # how much the score moves towards neutral constantly
  NearbyPlayerRadius: 60               # nearby radius for syncing score with friends
  MeleeDamageDealtFactor: 0.75         # score contribution of melee damage
  MagicDamageDealtFactor: 0.5          # score contribution for magic damage
  RangedDamageDealtFactor: 0.25        # score contribution for ranged damage
  DamageTakenFactor: -0.5              # score contriubtion for taking damage
  BossKillBonus: 500                   # score bonus from killing a boss
GaurenteedChanges:                     # nemesis changes that always happen
  FirstBossSetLevel: true              # first world boss of each kind when enabled will use the specified level
  FirstBossLevel: 1

There are a few additional sections to this config that are worth covering also. Chance changes being the primary one.

ChanceChanges:
  CreatureOps:                              # Chance changes are random actions the nemesis system can take
    CharredAttack:                          # name of the action, required unique
      RequiredGlobalKey: defeated_fader     # if the action requires the server has a certain global key
      Chance: 0.3                           # chance the action will happen (valid values 1 <-> 0)
      LevelBonus: 5                         # level bonus applied to spawns from this
      DeniedBiomes:                         # Biomes this is not allowed to happen in
      - DeepNorth
      AllowedBiomes: []                     # Biomes this is allowed to happen in, empty allows all
      ScoreThreshold: 9000                  # Score threshold, the players score must be at least at this level (if above neutral score) or below this level if threshold is below neutral score
      Action: Spawn                         # action, valid options: ChangeLevel, AddModifier, RemoveModifier, Spawn, SpawnMiniboss
      ScoreChange: -2000                    # point change applied to score when this event happens
      SpawnConfig:                          # Spawns associated with this config
      - Prefab: Charred_Melee               # spawn creature prefab
        SpawnGroupSize: 1                   # number of creatures to spawn
        Faction: Boss                       # faction to assign to the creature
        RequiredModifiers:                  # modifiers the creature must have
          Fire: Major
      - Prefab: Charred_Ranged
        SpawnGroupSize: 2
        Faction: Boss
        RequiredModifiers:
          Fire: Major
          ...

The final section in this config is NemesisMinionTemplatesByBiome. This controls the minions which can be added to a nemesis spawn.

NemesisMinionTemplatesByBiome:
  Meadows:
  - PrefabName: Neck
    MinAmount: 6
    MaxAmount: 9
    CreatureBaseValueModifiers:
      BaseHealth: 2
    CreaturePerLevelValueModifiers:
      DamagePerLevel: 0.01

Colorization (Colorization.yaml)

In vanilla there are few creatures which can be colorized when they level up. Star Level Systems changes that. Most all creatures can be colorized, it should be noted that some creatures (Yagluth eg) do not colorize well and the effect is generally not very noticeable.

There are two different ways to apply colorization values to creatures.

  • Creature specific color definitions. These are split between default definitions (applied to any creature, if it does not have a more specific entry) and character specific entries. These will be applied at the keyed level to the specified creature.
      Greydwarf:
    	1:
    	  hue: -0.06
    	  saturation: 0.1
    	  value: 0.05
    
  • Color Range definitions. These are ranges of color that will be sliced up and generate gradually changing color patterns based on the ranges between the start and end points.
    DefaultGenerator:
    - characterSpecific: false
      startColorDef:
        hue: 0.07130837
        saturation: 0.05205864
        value: 0.01721987
      endColorDef:
        hue: -0.07488244
        saturation: 0.09342755
        value: -0.1008582
      rangeStart: 1
      rangeEnd: 15
    
    In this example, level ranges for default colors from level 1 to 15 will form a range of colors from hue 0.07130837 -> -0.07488244 etc. If you want to see the output from a generator you can enable the debug flag to dump the generated colorization config to a file. You can use this to hand-pick color values etc.

Loot Configuration

Star level systems provides full optional configuration to control in detail all loot drops. Loot configuration can be found in the LootSettings.yaml file.

You may find it useful to see what existing drops look like within the SLS system. You can do this by dumping a debug configuration of all loot drops (as they are) with the in-game console command sls-dump-loottables, this is output to the SLS config folder in the file LootTablesDump.yaml.

There are three core parts to configuring loot drops, but many options to modify if you wish to fine tune loot configurations.

  • characterSpecificLoot | this governs all character based loot drops
  • nonCharacterSpecificLoot | this controls all non-character based loot drops
  • distanceLootModifier | this allows distance scaling of loot, similar to how distance level scaling works

Character Specific Loot configuration

Lets take a look at the character specific loot drop. Here is one of the example configurations, and it is here to address a specific challenge. Oozers create blobs when they die, this scales with the level of the creature. However, when you have a very high level oozer you can end up with 20,30 or more blobs. Which can be impossible to deal with. This deals with that in a few ways, the final - drop: entry is for the Blob, spawning a minimum of 2 and a maximum of 2. But scaling with the level of the BlobElite (Oozer), however that scaling is capped at a maximum of 6 drops, and only scales .5 per level. So every other level another blob can be spawned up to a maximum of 6.

Another useful entry to look at here is the drop for TrophyBlob, this has a 0.1 (10%) chance of happening, but it scales x0.01 per level, so a level five is (0.01 x 5) = 0.05 (5%) higher chance of happening. This can be combined with a drop count to scale the drops for the entry, so a level 5 could drop more trophies. But this is disabled by setting the maxScaledAmount: 1

characterSpecificLoot:
  BlobElite:
  - drop:
      prefab: Ooze
      min: 2
      max: 3
      levelMultiplier: true
    amountScaleFactor: 0.5
  - drop:
      prefab: IronScrap
      chance: 0.33
      levelMultiplier: true
    amountScaleFactor: 0.2
  - drop:
      prefab: TrophyBlob
      chance: 0.1
      levelMultiplier: true
    chanceScaleFactor: 0.01
    maxScaledAmount: 1
  - drop:
      prefab: Blob
      min: 2
      max: 2
      levelMultiplier: true
    amountScaleFactor: 0.5
    maxScaledAmount: 6

Non Character specific loot configuration

This is the section which allows you to configure all of the non-creature related loot in detail. It follows a similar structure to character loot configuration. You can use this to modify or add loot to any existing objects which have the option to drop loot. For example, falling stalactites. This configuration gives them a chance to drop crystals. The chance scales per level (yes inanimate objects can be leveled, tree, rock or destructible based on type). If loot configuration is not defined here then the generic configuration values from the main config file apply here PerLevelDestructibleLootScale, PerLevelMineRockLootScale, and PerLevelTreeLootScale along with their max level values. Level scaling can be ignored by setting dontScale: true

nonCharacterSpecificLoot:
  caverock_ice_stalagtite_falling:
  - drop:
      prefab: crystal
      chance: 0.3
      min: 1
      max: 3
      dontScale: true
  EvilHeart_Forest:
  - drop:
      prefab: AncientSeed
      onePerPlayer: true
      levelMultiplier: true
    maxScaledAmount: 3

Distance Loot Modifier

This is similar to the character distance modifier in that it applies a bonus to the minimum and maximum drops that an entry can have based on distance. Loot rings are not drawn on the map, but behave exactly the same as Character distance rings (if the object is greater than x distance and less than the next once it receives that bonus).

distanceLootModifier:
  1250:
    minAmountScaleFactorBonus: 1.02
    maxAmountScaleFactorBonus: 1.02

Raids

SLS supports significantly overhauled and configurable raids. These can be disabled if you wish to revert to vanilla style raids.

By default all raids are per-player, server controlled and concurrent raids are enabled. This means with SLS it is possible that every player on a server gets an appropriate raid during an event.

The number of players, frequency, and most all details of each raid is configurable through RaidSettings.yaml.

Raid settings are server authoritative. On a dedicated or player hosted server the server's UseVanillaRaidConfiguration value and its RaidSettings.yaml are synced down to every client on join, so editing either of them on a client has no effect - change them on the server.

Below is an example of many of the details that can be configured for a given raid

- Name: foresttrolls              # Each raid has its own name, these should be unique or can be incorrectly selected
  Duration: 180                   # Duration of the raid, in seconds
  RaidCoolDownMinutes: 120        # The number of minutes between when this raid triggers and the player becomes eligble for a new raid
  ForceEnvironment: Crypt         # Environment that will be set when the raid starts available options: Clear, Misty, Darklands_dark, DeepForest_Mist, Heath_clear, InfectedMine, GDKing, Rain, LightRain, ThunderStorm, Eikthyr, Fader, 
                                  #  GoblinKing, nofogts, SwampRain, Bonemass, Snow, SnowStorm, Twilight_Clear, Twilight_Snow, Twilight_SnowStorm, Moder, Crypt, CryptHildir, Ghosts, Queen, SunkenCrypt, Mistlands_clear, Mistlands_rain, 
  Activation:                     #  Mistlands_thunder, Ashlands_ashrain, Ashlands_ashrain_clear, Ashlands_CinderRain, Ashlands_meteorshower, Ashlands_misty, Ashlands_SeaStorm, Ashlands_storm, Caves, CavesHildir
    Chance: 50                    # Chance that this raid is selected when it is a valid option, only one raid can be selected for a given player at a time
    RequiredGlobalKeys:           # The global keys required for this raid to activate
    - defeated_eikthyr       
    NotRequiredGlobalKeys:        # The global keys that must be missing for this raid to activate
    - defeated_bonemass
    RequiredPlayerKeys:           # Player keys that must be set to activate
    - Deathlink
    AnyRequiredPlayerKeys:        # Player must have at least ONE of the listed player keys for the raid to be selected for them
    - Deathlink Deathbringer
    - Deathlink Hardcore
    NotRequiredPlayerKeys:        # Player must not have any of the following player keys for the raid to be selected for them
    - Deathlink Vanilla
  Spawns:
  - PrefabName: Troll             # Prefab name of a creature to spawn in the raid
    CreatureAI: AgitatedByBuild   # Type of creature AI setting to apply, valid values are: Alert, AgitatedByBuild, HuntPlayer
    SpawnInterval: 30             # Number of seconds between when another of this monster can spawn
    Faction: Demon                # Faction this creature will be assigned to Valid options: Players, AnimalsVeg, ForestMonsters, Undead, Demon, MountainMonsters, SeaMonsters, PlainsMonsters, Boss, MistlandsMonsters, Dverger, PlayerSpawned
    MaxSpawned: 3                 # Maximum number of this creature that can be alive (from this specific spawn group)
    SpawnGroupSize: 2             # Number of creatures to spawn at once
    LevelMax: 3                   # Max level, if using RaidLevelSystem
    UseRaidLevelSystem: true      # Wether to use the default leveling system or the custom level defintion defined here
    ModifiersNotAllowed:          # Modifiers the creature can't get
    - Poison
    RequiredModifiers:            # Modifiers that the creature must spawn with, this also requires the modifier type (Boss, Major, Minor)
      Fire: Major
    CustomCreatureLevelUpChance:  # Custom level chances for this creature
      1: 50
      2: 25
      3: 20
      4: 15
      5: 7
      6: 3
      7: 1
  StartMessage: $event_foresttrolls_start # Start of the raid message
  EndMessage: $event_foresttrolls_end     # End of the raid message
  ForceMusic: Zblackforest                # Music that starts when the raid happens eg: ZCombatEventL1, ZCombatEventL2, ZCombatEventL3, ZCombatEventL4, Zboss_eikthyr, Zboss_gdking, Zboss_bonemass, Zboss_moder, Zboss_goblinking, Zboss_queen, Zboss_queen_ambience, Zboss_fader, 
                                          #   Zblackforest, Zmeadows, Zswamp, Zmountain, Zplains, Zplainstower, Zmistlands, Zashlands,

Modifiers

Maybe you've tried out CLLC's modifiers, or Monster Modifiers? Both really add variety to the game that is much needed. Star Levels Systems modifiers are designed to be extremely flexible, both in configuration- but also in effect.

There are however a number of modifiers and it can be a bit unclear what each does. So to start off here is a table of all current modifiers and how they work.

Modifiers are split into three categories. Boss, Major, and Minor. Which allows customization into the random selection process for modifiers, along with separate tuning for modifiers that appear on bosses vs minor creatures.

Boss Modifiers

These modifiers are by default only available on bosses.


Modifier Description Config Adjustment Icon
BossSummoner Summons minion creatures at regular intervals up to a certain limit. BasePower = Max number summoned PerlevelPower = Time between summon BiomeObjects = Biome specific minion (prefab name)
SoulEater Creature grows in strength and size when other creatures die near it. Creature heals slightly. PerlevelPower = how much health & damage to gain
LifeLink Creature will redirect a portion of damage it takes to another creature in the area. BasePower = Base damage redirection PerLevelPower = Additional damage redirection based on level
ResistPierce Reduces damage the creatures takes from all pierce sources (like arrows) BasePower = Base damage reduction PerLevelPower = Additional damage reduction granted per creature level
Brutal Increases creature attack speed BasePower = Increases attack speed by base amount PerLevelPower = Increases attack speed by amount per level

Major Modifiers

These modifiers are attainable by most creatures, and are typically the more impactful modifiers.


Modifier Description Config Adjustment Icon
Brutal Increases creature attack speed BasePower = Increases attack speed PerLevelIncrease = Increases attack speed per level
Fire Adds Fire damage BasePower = Percentage of total damage added PerLevelIncrease = Additional damage added per level
Frost Adds Frost Damage BasePower = Percentage of total damage added PerLevelIncrease = Additional damage added per level
Poison Adds Poison Damage BasePower = Percentage of total damage added PerLevelIncrease = Additional damage added per level
Lightning Adds Lightning damage BasePower = Percentage of total damage added PerLevelIncrease = Additional damage added per level
Elemental Chaos Random typed elemental damage on each hit BasePower = Percentage of total damage added PerLevelIncrease = Additional damage added per level
Splitter Creature spawns replacements when it dies Config values are combined and for each whole value, an additional creature is spawned BasePower = Number of creatures to spawn on replacement PerLevelIncrease = Additional value added to give a chance for more spawns
ResistPierce Reduces damage taken from Pierce BasePower = base damage reduction PerLevelIncrease = per level additional damage reduction
ResistSlash Reduces damage taken from Slash BasePower = base damage reduction PerLevelIncrease = per level additional damage reduction
ResistBlunt Reduces damage taken from Blunt BasePower = base damage reduction PerLevelIncrease = per level additional damage reduction

Minor Modifiers

These modifiers are attainable by most creatures and are typically less directly impactful than others, but can be none the less dangerous.


Modifier Description Config Adjustment Icon
FireNova Explodes when it dies, damaging everything. BasePower = Base damage of the explosion, based on creature damage PerLevelPower = Increase to the damage added per level
PoisonNova Explodes when it dies, damaging everything. BasePower = Base damage of the explosion, based on creature damage PerLevelPower = Increase to the damage added per level
Lootbags Doubles creature health and gives 25% more movement speed, drops more loot. BasePower = Increases drops PerLevelPower = Increases drops by amount per level
Alert Increases creature hearing range BasePower = Increase hearing by PerLevelPower = Increase hearing by amount each level
Big Increases creature size and health BasePower = Increases health and size PerLevelPower = Increases health and size by amount
Fast Increases creature speed BasePower = Increases movement speed PerLevelPower = Increases speed based per level
Evolving After X kills the creature gains a level BasePower = Base number of kills required PerLevelIncrease = Additional kills required per level
StaminaDrain Attacks by the creature drain your stamina BasePower = Drain amount PerLevelPower = Drain increase by amount per level
EitrDrain Attacks by the creature drain your Eitr BasePower = Drain amount PerLevelPower = Drain increase by amount per level
ResistFire Reduces damage taken from Fire BasePower = base damage reduction PerLevelIncrease = per level additional damage reduction
ResistFrost Reduces damage taken from Frost BasePower = base damage reduction PerLevelIncrease = per level additional damage reduction
ResistPoison Reduces damage taken from Poison BasePower = base damage reduction PerLevelIncrease = per level additional damage reduction
ResistSpirit Reduces damage taken from Spirit BasePower = base damage reduction PerLevelIncrease = per level additional damage reduction

Location Reset (LocationResetSettings.yaml)

Back up your world before enabling this. Location Reset destroys and recreates world objects.

On a busy server the world is a finite pool of loot. Crypts, camps, ore and pickables get consumed once and never come back, so late joiners and less-active players are permanently locked out of content the early players already stripped. Location Reset brings that content back on a timer.

It is disabled by default, and every location and vegetation entry is opt-in. Turn on EnableLocationReset, then set Enabled: true on the specific things you want to come back.

How it works:

  • Resets happen in the background, only in zones with no players nearby. Nobody ever watches a location pop out and back in, which is what causes the lag spikes and item duplication other reset mods warn about. A chunk somebody happened to be standing in is re-tried a couple of times a few minutes later rather than losing its whole cycle.
  • Locations are restored, not re-rolled. The original position and rotation are kept, so buildings never rotate, shift or clip into the terrain after a reset.
  • Ore, pickables and vegetation come back in exactly their original spots, because placement is replayed using the world's own generation seed. Replaying it re-places every node in the chunk, so the ones still standing are matched by position and discarded rather than stacked on top of the survivor — SLS-loc-reset-audit will tell you if any ever slip through.
  • Dungeon interiors reset with their entrance — crypts, caves, mines and citadels.
  • Terrain can be reset around ore to undo mining craters. Locations also support Mode: TerrainOnly, which flattens the ground around one without touching the structure itself.
  • Your stuff is safe. Player-built structures, tombstones, wards, portals, beds, player-placed chests and tamed creatures all block a reset. Protection is configurable per entry, so you can decide (for example) that a stray dropped item is preserved rather than blocking the whole zone.
  • StartTemple can never be reset. Boss altars are covered by the BossAltars group, which ships enabled with terrain reset on to undo the crater players dig around a summoning circle — set Enabled: false on that group to leave them alone.

Timers are in real-world hours (ResetHours), which stays predictable on a server that runs 24/7. Throughput is controlled by LocationResetSweepBudgetMs — the milliseconds of server frame time the sweep may use per frame. Raise it to restore the world faster; it automatically backs off when the server is under load. Use SLS-loc-reset-status to see the projected time for a full pass.

After installing on an already-explored world, run SLS-loc-reset-stamp-all once so every zone's timer starts from today instead of everything becoming due at once.

Reset groups. Groups are how this feature is configured. A group configures and enables a whole set of targets in one block, and stands on its own — a member needs no entry anywhere else in the file:

ResetGroups:
  Ores:
    Enabled: true
    ResetHours: 48
    ResetTerrain: true
    Members: [rock4_copper, MineRock_Tin, silvervein, rock3_silver, mudpile_beacon]

To turn a whole category off, set its Enabled: false; to drop one target, remove it from Members. If two groups claim the same prefab the shorter interval wins and the other is named in a warning, and a member name your game version has nothing for is warned about at load.

A member can also be a category token — $Mineable or $Pickable — which expands to everything the world places carrying that component, and so picks up modded ore and pickables automatically. Unlike a named member a token stops there: one-off pickups that only exist inside dungeons are not swept up by it, so name those explicitly if you want them. Note that berry bushes are not Pickable_* prefabs, which is why the shipped config lists them separately. Prefab names are irregular enough that this matters: copper is rock4_copper while rock4_forest is worthless scenery, and silver is both rock3_silver and silvervein.

A group can be limited to a ring around spawn with MinDistance / MaxDistance (MaxDistance: 0 means no outer limit). A scoped group applies only inside its range; outside it, its members fall back to whatever unscoped group covers them — so FlintNearSpawn at 6h within 3000m leaves flint on the normal foraging timer everywhere else.

The mod ships working groups (BossAltars, Ores, Berries, Foraging, FlintNearSpawn, Leviathans, QuestSites, CharredSpawners, AshlandsForts) already enabled, so the feature is usable without editing anything. Nothing resets until EnableLocationReset and the YAML Enabled are both turned on. SLS-loc-reset-status lists every group with a matched/total member count — a shortfall means a prefab name no longer exists in your game version.

Locations and Vegetation are overrides. Both ship empty and can usually stay that way. Add a key only to retune one target or to enable something no group covers; values resolve as entry → group → Defaults, so a per-prefab setting always beats its group:

Locations:
  Eikthyrnir:
    ResetHours: 12        # BossAltars still enables it; this just retimes it

For the full list of names your world can reset — including everything other mods add — run SLS-loc-reset-dump. It writes SavedData/LocationResetCatalog.yaml as a reference; that file is a dump, not a config, and editing it does nothing.

Advanced sections are omitted while unused. Throughput, InPlaceRefresh, ProtectedPrefabs and DistanceBands are left out of the generated file because their defaults suit almost every server. Add a section by hand to use one — anything you leave out keeps its default. The config file's own header comment documents each with its default value.

Scheduling by clock time. ResetHours measures elapsed time since a target last reset, so a 24h timer drifts a little later every cycle and you cannot say "restock overnight". ResetSchedule takes a cron expression instead, usable anywhere ResetHours is:

ResetGroups:
  Ores:
    ResetSchedule: 0 3 * * *        # 03:00 every day
  Foraging:
    ResetSchedule: '*/30 * * * *'   # every 30 minutes
  AshlandsForts:
    ResetSchedule: 0 4 * * MON      # 04:00 on Mondays

Fields are minute hour day-of-month month day-of-week, supporting *, ,, - and */n. Day-of-week is 0-6 (0 = Sunday) or SUNSAT, months are 1-12 or JANDEC, and the macros @hourly, @daily, @midnight, @weekly, @monthly and @yearly all work. Quote any expression starting with *, or YAML will read it as an alias.

Times are the server's local time, not UTC and not in-game time. Two things to know:

  • If both day-of-month and day-of-week are restricted, a day matching either fires — 0 0 1 * MON is the 1st of the month and every Monday. Surprising, but it is what every cron does.
  • BiomeRates and DistanceBands do not scale a cron schedule; there is no sensible way to halve "every Tuesday at 3am". A rate of 0 still excludes the chunk entirely.

The two fields resolve as one unit, entry → group → Defaults: the first level that sets either one owns the timing, so a per-prefab ResetHours still overrides its group's ResetSchedule. An invalid expression is logged and that target quietly falls back to ResetHours rather than taking the config file down.

Focusing resets where they are needed. Depletion is not uniform — it concentrates in the biomes and near the spawn areas your players actually work. Two multipliers stack on top of each entry's own ResetHours, so effective hours = ResetHours × biome rate × band rate, and both default to 1.0:

BiomeRates:
  Meadows: 0.5          # everything in the Meadows returns twice as fast
  Mistlands: 2.0        # ...and half as fast out in the Mistlands
DistanceBands:
- Inner: 0              # metres from spawn
  Outer: 3000
  Multiplier: 0.5       # the hub recovers twice as fast

A rate of 0 excludes that biome or band from resets entirely — it does not mean "instantly" — which is also the cheap way to say "only reset near spawn". Outer: 0 means no outer limit, and a chunk matching no band is left at 1.0, so a partial band list never disables the rest of the world. Distance is measured from the same point as the distance level-scaling rings; see DistanceBonusIsFromStarterTemple.

Ignoring trivial player clutter. One abandoned campfire otherwise freezes a chunk forever: any player-built piece blocks a reset, and the protection scan covers a chunk and its 8 neighbours. Worse, a campfire sitting on an ore spawn stops that node coming back even when the chunk does reset, because vanilla will not place vegetation into a collider. Each protection category can list prefabs exempt from it:

Protection:
  PlayerBuiltPiece:
    Action: Block
    Ignored:
    - fire_pit

An ignored prefab neither blocks a reset nor survives one — it is deleted. fire_pit ships ignored for the reasons above; add to the list sparingly. Tombstones can never be ignored, and anything in ProtectedPrefabs wins over an ignore. Every deletion is recorded in the chunk log.

Resetting terrain around a location. Players dig approach ramps and moats just outside a dungeon's footprint, where the normal terrain reset does not reach. ExtraTerrainRadius on a location entry adds metres beyond the location's own radius (clamped to 64m, which is as far as the protection scan actually checks for player property):

Locations:
  Crypt2:
    Enabled: true
    ResetTerrain: true
    ExtraTerrainRadius: 24

Seeing what it did. Every chunk the system works on gets a record in SavedData/LocationResetLog.log — its zone coordinates, world position and biome, and what was and was not reset inside it, including the reason anything was skipped:

Zone -12,34 @ x=-768 z=2176 (BlackForest) reset: refreshed pickables 14, minerock 3 | location 'Crypt2' rebuilt (cleared 214, spawned 218) | ZDO 402->405
Zone -12,35 @ x=-768 z=2240 (Meadows) skipped: protected by PlayerBuiltPiece 'wood_floor' at x=-742 z=2251
Zone -12,36 @ x=-768 z=2304 (Meadows) nothing reset: location 'FireHole' not due, 3 vegetation entries not due

Turn this off with EnableLocationResetLog. EnableDebugLocationResetDetails additionally copies the background sweep's chunk lines into the BepInEx log and expands every record with a per-entry breakdown of what was skipped and why. Both are client-side settings, so on a dedicated server they are configured on the server itself.

Not compatible with VentureValheim's LocationReset — SLS disables its own Location Reset automatically if that mod is present, since both would fight over the same objects.

Localization

Localization is available for everything in the mod. I accept community translations! If you would like to contribute localizations or improve them please reach out on discord.

Otherwise localizations are available at Bepinex/config/StarLevelSystems/localizations, new languages can be made using any of Jotunns language specific names

Terminal Commands

Star Level Systems provides a number of terminal commands for debugging and testing and cleanup.

  • sls-killall [range:500] - kills creatures within the specified range (default 500m), skips players and tamed creatures.
  • sls-give-modifier [modifier_type:major] [modifier_name:fire] - gives nearby creatures the specified modifier (must be very close)
  • sls-dump-loottables - provides dumps all loot table configurations in the game, in SLS format, to Bepinex/config/StarLevelSystems/LootTablesDump.yaml

Location Reset commands (server side):

  • SLS-loc-reset-status - reports sweep throughput, how much of the world has been examined, the projected time for a full pass, and cumulative ZDO drift
  • SLS-loc-reset-dump - writes every location and vegetation entry this world knows about (including ones other mods add) to SavedData/LocationResetCatalog.yaml, for use when configuring LocationResetSettings.yaml
  • SLS-loc-reset-stamp-all - stamps every generated zone as reset right now. Run this once after installing on an existing world
  • SLS-loc-reset-here [range:64] - immediately resets the chunks around you, ignoring every timer, including the chunks currently loaded around you. Reports each chunk it touched to the console. Player structures are still protected
  • SLS-loc-reset-audit [range:256] [fix] - scans for duplicate world objects and surplus terrain compilers. Reports only unless fix is passed

API Usage (WIP)

Star Level Systems provides a public API for other mods to interact with. The API currently allows reading, modifying and managing creature stat modifiers, color, and level. Check out the API Documentation here

Some of my other mods

I also directly contribute to Epic Loot! If you like new features and bugfixes always happy to hear feedback.

Installation (manual)

Modded Valheim requires Bepinex to load mods. If you have not modded before or are trying to simplify how easy it is for you to mod the game I recommend taking a look at a mod manager. Gale is an excellent mod manager. Download it manually, install and start it up.

If you are proceeding manually you will need to ensure that you have installed Bepinex from the Thunderstore, it has required configuration.

Once you are ready to install mods, they must be unzipped first and go into the Bepinex/plugins folder.

  • Download and install Yaml.net and Jotunn
  • Download this mod and install it!

Compatibility

  • This mod is incompatible with Creature Level and Loot Control (they do the same things)
  • SLS Location Reset is automatically disabled if VentureValheim's LocationReset is installed, since both reset the same objects on their own timers. The rest of Star Level System works normally
  • Upgrade World can be used alongside SLS, but avoid running its locations_reset / vegetation_reset commands against zones SLS Location Reset manages

Compatibility is being worked on for the following mods:

  • CarryMeMaster
  • PortablePals

Contributions

If you would like to donate, any amount is appreciated!

  • Donators can have a name of their choice added to the Nemesis system (must be approved).

I welcome pull requests, fixes, and improvements.

Planned Features

This mod is still in active development and is not considered complete yet.

Planned Features

  • Refinement to the existing modifiers
  • New modifiers!
  • Generic and biome specific loot multipliers
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