Valheim
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Latest version
0.8.5
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Changelog

[0.8.5] - 2026-10-13

Added

  • [Zones] RefreshNow (off): a one-off, for when the owner wants everything that nothing protects back at once. In the first pass after a start every visited zone nobody has been near for the last 30 minutes is generated again -- without IdleHours, GraceMinutes and the PerPass limit -- and the ground of every modified zone is brought back at once, paint too, whatever KeepPaved and KeepCultivated say. What a workbench or a ward protects, protected locations and the 4 m around players' pieces stay as they are. The setting switches itself off in the config when the pass is done, so the usual clocks apply again; it needs [Zones] Enabled and no DryRun.

[0.8.4] - 2026-10-12

Changed

  • Thunderstore package only: the plugin is licensed under the MIT licence (LICENSE, in the repository and in the package); the README says so. The plugin is the 0.8.0 DLL, unchanged.

[0.8.3] - 2026-10-12

Changed

  • Thunderstore package only (Sarkastic_gg/Resource_Regrowth): the README has badges and links (Discord, Patreon) and the package is listed in the "Deep North Update" section. The plugin is the 0.8.0 DLL, unchanged.

[0.8.2] - 2026-10-12

Changed

  • Thunderstore package only: the README and the description say that the plugin is recommended with Sarkastic_gg/Dedicated_Simulation. The plugin is the 0.8.0 DLL, unchanged.

[0.8.1] - 2026-10-12

Changed

  • Thunderstore package only (Sarkastic_gg/Resource_Regrowth): a new pixel art icon. The plugin is the 0.8.0 DLL, unchanged; a package's icon can only change with a new version number.

[0.8.0] - 2026-10-11

Added

  • [LocationObjects] ClearRemains (on): when a wanted object is put back, its fractured remains (<name>_frac, what the game leaves when a pile or rock is hit) within 1.5 m go with it. With Prefabs = Beehive,mudpile2 the iron scrap piles of sunken crypts come back where they stood, with the crypt's chests and creatures; without the cleanup the pile would stand twice (whole and as pieces to mine).

Changed

  • A player's building or tombstone holds back (PlayerBuildRadius) only what is on the same level: a base on the surface no longer holds back chests, creatures, cores and objects inside the dungeon below it (interiors lie 5000 m up), nor a tombstone inside a dungeon what comes back on the surface above it. Zones with a workbench are still never generated again.

[0.7.2] - 2026-10-10

Fixed

  • [Zones]: a big rock, ore deposit or tree the game makes again no longer comes back over a player's piece standing where it was mined out or felled. Besides the 4 m around every piece (2 m for small things), an object whose colliders' bounds reach within 2 m of a piece now counts as beside it: the game's new copy goes and the old state stays. Measured in the game with rays: of 329 rocks around one mountain spot, 38 cover the ground farther than 4 m from where they stand, a mountain rock up to 23 m. Tested on a copy of a live world with players' things far from any workbench (a chest with items, a sign, a cart, a tombstone, a carried sword on the ground, a tamed wolf, a tagged portal, a chest put 4.9 m from a mined-out mountain rock's centre, inside its collider's bounds): after the reset every one stood where it was with its data unchanged, the zone's ground record kept its bytes, and the rock 0.7.1 brought back there stayed away.

[0.7.1] - 2026-10-10

Changed

  • [Zones]: only a workbench (in the zone or within PlayerBuildRadius) keeps a zone as it is. Cultivated ground, paved ground and the trees players planted no longer do: away from a workbench they go with the reset like the rest of the ground. A zone with players' pieces in it (crops among them) still keeps its ground record.

[0.7.0] - 2026-10-10

Changed

  • A treasure chest holding anything that has been in a player's bag is someone's storage and is never restocked (it used to be emptied and filled afresh like any chest a player had been near).

Added

  • [Zones] (off by default, DryRun on by default): a zone players have been in is generated again by the game itself once nobody has been near it for IdleHours (72): trees, rocks and ore deposits, bushes, pickables, the location with its buildings, chests, spawners and dungeon, and the ground -- as if no player had ever been there. Vanilla never brings back a felled tree, a mined deposit or a house pulled down. In one frame the zone is marked not generated, its location not placed, and ZoneSystem.SpawnZone runs again in ghost mode; every object the game makes then replaces the old one of its prefab standing in its place (within half a metre), in the zone or over its edge, and what is left over of what only the zone itself makes (vegetation, stumps, logs, fractured rocks, wild creatures, birds, fish, items lying about, the ground's record) goes. A location gets back the rotation it had: the game draws it from an unseeded random number, so it is read from the location's proxy (rounded to the game's 22.5-degree step, as the save truncates Euler angles to half a degree) and given back by a prefix on ZoneSystem.SpawnLocation -- the plugin's first game patch, applied only with Zones switched on. Players' things are never deleted and stay where they are (pieces incl. portals, ships, carts and crops; tombstones; items a player has carried; tamed creatures; the world's chests, barrels and stands holding something of theirs -- the old one stays, the new copy goes); beside their pieces and tombstones nothing changes (4 m, 2 m for small things), and a zone with their pieces keeps its ground record. Never generated again: zones with a workbench in them or within PlayerBuildRadius (a base), cultivated ground or paved ground outside the location, zones where players planted saplings, protected locations (ProtectedLocations, plus every location the game places only once, and what of them reaches into a neighbour), zones loaded on the server or next to one that is, and the first GraceMinutes (30) after a start. A generation that fails or throws is undone: nothing old is deleted before the game has made the zone again. At its first run every zone generated so far counts as visited, and nothing is generated again before IdleHours from then; presence is now kept for the longer idle time (also with Zones off) and only moves forward (presencesince in the state); at most PerPass zones per pass, one per frame, a zone that cannot be done now waiting an hour.

Tested on a copy of the live world (9 October) with every zone due at once: 1156 of 1190 zones were generated again, 0 exceptions, about 8 ms of work per zone; 34 were kept (19 at a workbench, 8 fields, 6 protected locations, 1 with players' saplings); all 663 objects of players' stayed exactly where they were (prefab and position to the centimetre); all 263 locations came back with the same rotation and position and all 27 dungeons with the same rooms (the first tries lost five crypts and a troll cave's interior to guessed ownership and reused ZDO objects, and changed three dungeons' rooms through the half-degree truncation -- all fixed before release); zones without a location matched a fresh world of the same seed in 41 of 45 changed cases; objects players had removed came back (rocks, trees, obsidian and copper deposits, beehives, bone piles). A dungeon generation made to throw was undone: the zone and its neighbours stayed as they were and resets stopped. With the defaults, the first run counted all 1190 zones as visited and generated none (72 h to go). A review by three independent readers found that the world's chests holding players' things, trees grown from players' saplings, a failed generation (no undo), a trader reaching into a neighbouring zone, items the world placed but nobody loaded yet (read as carried), presence forgotten while Zones were off, wasted per-pass slots and switching Zones on without the patch were not handled; all fixed above.

[0.6.0] - 2026-10-09

Changed

  • A location regrows as a whole ([Locations] Together, on by default). Players found that a burial chamber gave its surtling cores back after 10 hours while its chests and draugr stayed gone (24 hours, each on its own clock). Every object now belongs to its location -- inside a dungeon to the dungeon its generator built and the location above it, so interior and entrance are one; a troll or bear cave by its interior radius; on the surface the location it stands in -- and as soon as one object's clock has run its category's AfterHours, everything used up in the location comes back at once and every chest in it is restocked. The safety conditions apply to the whole location: nobody near any of it for IdleHours, none of it near a player's build, none of it loaded.
  • Treasure chests are restocked whether they were emptied, partly looted or not touched: whatever is left in them is replaced by fresh loot from their own table. A chest left with a few feathers never came back before. What a player took cannot be told from a chest, so a chest's clock starts when a player is first near it after it was last restocked (or when it is seen empty). Player-built chests are never touched, as before.
  • Dry runs also list the locations still waiting, with what is used up in them and when they are due.

Tested on a copy of the live world (9 October, 19:21) with the live state: the 37 locations with something used up grouped correctly -- burial chambers with their cores, chests and skeletons inside, troll caves, ruins, farms, houses -- and with every wait set to zero 24 locations came back whole: 14 cores, 45 spawners and 33 chests, 14 of them empty and 19 with leftovers, all with fresh loot; the 3 empty chests within 48 m of a player's build stayed empty.

[0.5.1] - 2026-10-07

Changed

  • Renamed to Sarkastic.gg Resource Regrowth: the community moved from sarkastic.eu to sarkastic.gg. The DLL is now SarkasticGG_Resource_Regrowth.dll; delete SarkasticEU_Resource_Regrowth.dll from BepInEx/plugins when upgrading. The plugin GUID, the config file sarkasticeu.resource_regrowth.cfg and the state file are unchanged, and nothing else is.

[0.5.0] - 2026-09-28

Added

  • [LocationObjects] (off by default): destroyed objects that a location or a village generated are put back where they stood -- Prefabs = Beehive, the wild beehives of abandoned houses, bear caves, ruined towers and meadow villages. Unlike the other categories this creates objects. The place is exact: every generated location leaves a proxy with its position, rotation and seed, and every village or camp generator keeps its buildings' positions and rotations; objects that spawn by chance are decided by replaying the game's roll from that seed. Checked on a copy of the live world: 169 hive places, 47 of them with a hive by the replay, all 29 standing hives on those places (0.00 m apart in height too) and none elsewhere. Of the 18 missing, 14 would be put back, 3 lie near player builds and 1 has lost the house that held it -- such a hive is not put back, so nothing hangs in the air (pulling down another house for the test kept that one out too). The put-back hives survived a restart and the server instantiated them where the originals hang, 4.08 m above the floor under the roof. Same rules as the rest: AfterHours (48) since first seen missing, IdleHours, PlayerBuildRadius, and the zone must not be loaded.
  • The first scan after a start reads the layouts of the world's locations and village buildings through the game's own asynchronous loader: about 0.3 s of work over 45 s, no frame over 100 ms (loading them directly cost 9.9 s and frames up to 440 ms). Later scans only read new ones.

[0.4.0] - 2026-09-13

Added

  • [Terrain]: dug, raised, levelled and paved ground slowly returns to the land's own shape once the area has been left alone (IdleHours, then AfterHours after the zone's ground was first seen modified, then a step every StepHours). Each step divides the remaining height change by Divider and drops it below MinDelta; paint goes back to nothing once the height under it is back, paved and cultivated ground excepted. Ground around player base objects (the game's own PlayerBase areas: workbench, forge, beds, fires ...) and wards is left alone by the object's own radius, so a base that creatures broke protects nothing any more. The data is written in the game's format (TerrainComp.Save); verified on a local 1.0.12 server: all 38 modified zones of a copied live world round-trip byte-identically, and a step reduced e.g. 242 to 230 modified vertices with 587 to 230 painted ones, 60 vertices near a base left untouched.
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