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Venture Location Reset

Automatically reset Dungeons, Locations, and Leviathans with a customizable in-game day rate. Inspired by DungeonReset mod by Tekla.

CHANGELOG

0.10.5

  • Also exclude OfferingBowl objects from being reset in sky portions of locations. (If you see an error in your log file when trying to summon the Mistland's boss please reset the location again to try and fix)

0.10.4

  • Improved compatibility with other mods like "More Vanilla Build Prefabs":
    • Can now respawn prefabs created from a "SpawnPrefab" component.
    • No longer resets ItemStand and OfferingBowl objects, these are ignored by the mod to prevent item loss.
    • Removed preventing reset of the StartTemple when MVBP is installed, now works with improvements above.

0.10.3

  • Added compatibility for the "More Vanilla Build Prefabs" mod, will not reset the start temple when using it.

0.10.2

  • Added logic to reset Sealed Towers with player built pieces unless there is a crafting station or fireplace piece in range.

0.10.1

  • Update for game version 0.219.13.

0.10.0

  • Added new configuration IgnoreList to specify locations to not reset.

0.9.1

  • Blacklisted random flying birds from being reset - they tend to gather in large numbers and I think are plotting something.
  • Added additional configurations for setting reset times of Ashlands locations: CharredFortress, LeviathanLava, MorgenHole, PlaceofMystery

0.9.0

  • Update for Ashlands game version 0.218.15.
  • Locations resets will now also reset any terrain modifications in their radius.

0.8.2

  • Update for game patch 0.217.46

0.8.1

  • Added compatibility for the "Dungeon Splitter" mod, will not reset sky locations when using it.

0.8.0

  • Improved resetting logic for sky locations:
    • Can now auto-detect if a location is a sky location, improves other mod compatibilities
    • Can now additionally reset the ground outside a sky location
    • Better bounds detection for all locations
    • Improved performance for door resetting
  • Added support for resetting "Destructable" and "MineRock(5)" objects. This includes trees, rocks, ores, and mistlands giant mineables
  • Improved error handling

0.7.0

  • Added support for Mining Caves
  • Added support for all Wayshrines and Mystical_Well0, these will never reset to prevent issues
  • Added new console command "resetlocations" with optional range parameter
  • Small bug fix where a respawn would apply the wrong rotation to some objects (Quaternion math is special and I'm apparently dyslexic)

0.6.1

  • Added support for CaveDeepNorth_TW from Therzie's Warfare mod

0.6.0

  • Added Jotunn library as new dependency for config syncing, you now must also install Jotunn for this mod to work

0.5.1

  • Fixed configs not selecting the correct reset times and just using default
  • Added advanced configs for new Hildir's Request dungeons

0.5.0

  • Update for game patch version 0.217.14 (Hildir's Request)
  • Internal code refactor to simplify resetting, now auto-detects dungeons and all reset tracking moved to LocationProxy object
    • Improved compatibility for custom dungeons from other mods (does not apply for non-dungeon sky locations)
    • You will lose reset times on all dungeons when upgrading, they will be treated as if the mod was newly installed
  • Bug fix for frost caves and mistlands dungeons regenerating with different seeds
  • Reworked resetting logic of leviathans to only happen if the player is the "chunk owner" (similar update happened in 0.3.1)
  • Added ItemDrop to recognized type for resets, this will now delete and respawn things you can throw on the ground
  • Extended the range of triggering resets to 100 meters for all locations and dungeons (sky locations previously 30)

0.4.0

  • Update for game patch 0.216.9
  • Bug fix for multiple leviathans spawning in the same place in multiplayer (needs extra testing)
  • Bug fix for ground locations not detecting player built pieces correctly (incorrect radius check)

0.3.1

  • Reworked resetting logic of dungeons and locations to only happen if the player is the "chunk owner". Should fix a bug where reset times were not being recorded correctly and caused multiple resets to happen in a short amount of time
  • Added a redundant error check to ensure a reset does not happen unless the reset time is set properly

0.3.0

  • Small optimization to the reset timing for dungeons and locations, now checks the area is ready before performing a reset - should help reduce small duplication errors
  • Major addition of Leviathan Resetting with new configs! (defaults to on! be aware when you upgrade the mod)

0.2.3

  • Changed how zone centers of locations are determined to improve accuracy of location deletion
  • Removed the ModEnabled config since it doesn't really do anything important

0.2.2

  • Fixed issue with multiplayer sessions triggering multiple resets due to reset day not being recorded correctly, plus more internal error checking
  • Changed how zone sizes of locations are calculated to improve accuracy of location deletion
  • Added resetting for doors that require keys to open (sunken crypts and citadel, should support custom content)
  • Added missing wear and tear damage to resetting dungeons

0.2.1

  • Added mod support for Monsterlabz and Horem's locations.

0.2.0

  • Added support for resetting all kinds of ground locations including villages and fuling camps
  • New config option to toggle resetting ground locations (defaults to on! be aware when you upgrade the mod)
  • New config options for specifying reset times for different dungeons

0.1.2

  • Patch for object deletion to hopefully solve a multiplayer deletion issue.

0.1.1

  • Added a new config option SkipPlayerGroundPieceCheck
  • Please note I forgot to bump the version number for this release.

0.1.0

  • First release