
ZenRaids
Use an interactive light perimeter to prevent monsters from spawning inside your base. Control raids per biome so that some biomes can be more forgiving than others. Set min number of players that must be online for raids to trigger.
Date uploaded | 2 days ago |
Version | 0.5.4 |
Download link | ZenDragon-ZenRaids-0.5.4.zip |
Downloads | 614 |
Dependency string | ZenDragon-ZenRaids-0.5.4 |
This mod requires the following mods to function

README
ZenRaids
Raids:
- Set the conditions for raids per biome. By default, no raids are allowed in the meadows.
- Set the number of players that must be online for raids to start.
Spawn Protection:
- Use an interactive light perimeter to prevent monsters from spawning inside your base. However, Keep in mind that the light's protection counts as both spawn prevention and against your raid trigger threshold.
Therefore, you have two options:
- Illuminate your castle to keep the monsters from randomly spawning inside your base.
- Have a dimly lit castle and reduce the chance of raids but increase the chance of random spawns inside your base.
- In Vanilla a workbench can suppress spawns in your base. But what if it was fire instead? Think about that...
- Instead, lit fire sources prevent spawns. Keep the torches lit!
- Torches are interactive, you can see the radius of their light field perimeter.
ZenSign
can help you quickly and easily locate fuel for them.- Fireplace pieces that produce fire keep monsters from spawning, but only if lit. This gives a reason to gamify torch fueling.
ZenHoverItem
will show you how many game days of fuel is left on a fireplace.
Why?
For many lighting torches is a boring chore.
However, putting fuel into fires is boring in vanilla because there is no reward for it other than light. While light is important, it is something you can make due with the bare minimum. Or just sleep through the darkness. Any decent gamer will optimize the resource cost of the torch materials + fuel + cost + and time to fuel vs. doing other more "fun" things. There is no real penalty for a dim castle other than dimness. Resource hoarding takes priority most of the time in a game about survival and resource management.
However, if the penalty for not lighting torches is being interrupted by monsters attacking you while you are trying to walk around your base then you are confronted with a challenge, and now you must decide: Keep the castle dimly lit and save resources but run the risk of monster spawns or spend resources and time to keep the base secure from invaders? Every time you light one, you know you are achieving a positive reward of no monster surprise attacking you. Therefore, making your base more secure. Positive reinforcement makes you consider how to best organize torch layout for quick refueling. Where you stash your fuel matters. (Use ZenSign
to easily locate fuel) Plus, then you need to consider what type of torches to place? Iron torches last way longer than wooden torches and only burn resin, but they cost iron. Coal braziers use bronze and can last a long time and uses easy to get coal. But they create smoke and don't work in the rain. Bonfires work in the rain and light up a huge area, but they cost a Surtling Core and burn wood quickly, Etc... How much fuel do you have? What type of fuel do you have? How large is the area you are trying to protect? etc. Different torches have different light radius and therefore protection radius. You don't end up with tons of resin doing nothing. Wood can light a fire but it burns fast!
Coal light sources suddenly have value due to their increased efficiency of wood usage. 1 wood = 1 coal. However, 1 coal can burn for 10 game days! 1 wood can only burn for 2.5 days. However, coal takes longer to make than wood, more steps involved. But it's available everywhere. Resin is not.
In the new scenario coal has a value other than smelting ore. It also acts as a fuel sink to protect your base against monsters. This improves the game's resource economy balance. More gamification and more things to consider in a resource management game.
Consider the table below. Light range, capacity, game days of protection, and fuel availability all matter. Additionally, depending on how and where you design your base, rain and smoke may be considerations. (NOTE: You can use ZenHoverItem
to see the fuel days remaining on a fire source when you hover over it)
Fire Sources
Fire Source | Fuel | Range | Capacity | Days | Rain | Smoke | Warm |
---|---|---|---|---|---|---|---|
Campfire | Wood | 10 | 10 | 25 | Yes | Yes | Yes |
Iron FirePit | Wood | 10 | 10 | 25 | No | Yes | Yes |
Bonfire | Wood | 20 | 10 | 25 | No | Yes | Yes |
Hearth | Wood | 13 | 20 | 50 | Yes | Yes | Yes |
Brazier | Coal | 15 | 5 | 50 | Yes | Yes | Yes |
Blue Brazier | Eye | 15 | 5 | 50 | Yes | Yes | Yes |
Hanging Brazier | Coal | 15 | 5 | 50 | Yes | Yes | Yes |
Wood Torch | Resin | 10 | 4 | 20 | No | No | No |
Sconce | Resin | 12 | 4 | 40 | No | No | No |
Iron Torch | Resin | 15 | 6 | 60 | No | No | No |
Green Torch | Guck | 15 | 6 | 60 | No | No | No |
Blue Torch | Eye | 15 | 6 | 60 | No | No | No |
Candle | Resin | 0 | 1 | 7 | Yes | No | No |
The Sconce max fuel is reduced from vanilla (6). It burns fuel at half the rate of a wood torch, it provides more protection area than a wood torch, it costs less bronze than a Brazier, it produces no smoke, and it's immune to rain.
Fuel Types:
Wood
- Burns quickly (2.5 days for 1)
- Easy to get
- Need to refuel often
- Makes smoke
- Vulnerable to rain (Except Bonfire and Iron Fire Pit)
- Fire sources only require basic mats to build.
Coal (Colored: Eyes & Guck)
- Burns for a long time. (10 days for 1)
- Need to process wood to get coal (time cost)
- Do not need to refuel as often as wood.
- Makes smoke.
- Vulnerable to rain
- Fire sources require bronze to build
Resin (Colored: Eyes & Guck)
- Burns for a long time (10 days for 1) (wooden torch 5:1)
- Need to collect it
- Do not need to refuel often
- Does not make smoke
- Immune to rain
- Fire sources require metal (except wooden torch)
- Most efficient fire sources; do not need to refuel often.
Improve Your Experience
CORE MODS
The full collection of all Zen MODS:
- Radically improved QoL
- Incredible performance
- Pre-configured
- 100% Gamepad support
- Spectacularly immersive
Enjoy!
Sample Config File
## Settings file was created by plugin ZenRaids v0.5.2
## Plugin GUID: ZenDragon.ZenRaids
[General]
## [Admin] Minimum number of players required to be online to trigger a raid.
# Setting type: Int32
# Default value: 1
# Acceptable value range: From 1 to 10
Min Player Count = 1
## [Admin] No Raids allowed in these biomes
# Setting type: Biome
# Default value: Meadows
# Acceptable values: None, Meadows, Swamp, Mountain, BlackForest, Plains, AshLands, DeepNorth, Ocean, Mistlands, All
# Multiple values can be set at the same time by separating them with , (e.g. Debug, Warning)
No Raid Biomes = Meadows
## [Admin] These raids are allowed even in NoRaidBiomes. Comma separated list of raid names.
# Setting type: StringList
# Default value: army_eikthyr
No Raid Biomes Exeption Raids = army_eikthyr
## [Admin] These raids have their disable condition removed so they are always in rotation to be triggered.
## Comma separated list of raid names.
# Setting type: StringList
# Default value:
Never Disable Raids =
[Spawn Protection]
## [Admin] Workbenches and other objects will no longer protect against monster spawns. (Vanilla: false)
## Instead sources of fire (Fireplaces/Torches) must be lit for spawn protection.
## If this is off then vanilla behavior applies.
## NOTE: See the detailed explanation in the readme or on thunderstore.
## [logout required for changes to take effect]
# Setting type: Boolean
# Default value: true
Fire Must Be Lit = true
## [Admin] Players can interact with fire sources to see the perimeter of the light's protection.
## [logout required for changes to take effect]
# Setting type: Boolean
# Default value: true
Interact Show Perimeter = true
## [Admin] When "Fire Must Be Lit" is enabled this adjusts the light radius size to use for spawn protection.
## Note: Setting this to 0 will disable all spawn protection.
## [logout requried for changes to take effect]
# Setting type: Single
# Default value: 1
# Acceptable value range: From 0 to 3
Light Range Percent = 1
## [Admin] Number of base pieces the player needs to be near to trigger raids. (Vanilla = 3)
## When Fire Must Be Lit is enabled it removes spawn protection from vanilla pieces.
## Therefor it reduces the number of pieces in proximity to the player that can trigger raids.
## Higher numbers would reduce the odds of triggering a raid because you are less likely to be near so many.
## However, Keep in mind that a lit light source counts as both spawn protection and towards your raid threshold.
## Therefor you have two options.
## 1. Put lights everywhere to keep the monsters from spawning in your base.
## 2. Have a dimly lit castle and reduce the chance of raids but increase the chance of random spawns inside your base.
## Candles are a good example of a dimly lit castle.
# Setting type: Int32
# Default value: 3
# Acceptable value range: From 1 to 100
Raid Threshold = 3
## [Admin] When "Fire Must Be Lit" is enabled overrides the prefab max fuel for the specified light sources.
## Comma separated list of prefab names and max fuel values.
## NOTE: The Sconce is reduced from vanilla (6) because:
## it burns at half the rate of a wood torch, it protects more area than a wood torch,
## it costs less bronze than a brazier, it produces no smoke, and it's immune to rain.
## [logout requried for changes to take effect]
# Setting type: StringList
# Default value: piece_walltorch:4
Fuel Override = piece_walltorch:4
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CHANGELOG
v0.5.4
- added compatibility warning on startup when using the Farming mod by Smoothbrain. The perimeter rings on light sources may not display correctly due to caching done by the Farming mod.
v0.5.3
- added a nullref check to help with mod compatibility when placing some fire sources.
v0.5.2
- increase protection range of Braziers: from 12 to 15
- revert protection range of Sconce: from 10 back to 12
- reduce max fuel of Sconce from 5 to 4
v0.5.1
- increase protection range of Braziers: from 10 to 12
- increase protection range of green/blue Iron Torches from 10 to 15
- reduced protection range of Sconce: from 12 to 10
- when Fireplaces Must be Lit is true: reduce max fuel of Sconce from 6 to 5
- add a config option to adjust max fuel of fireplaces when Fireplaces must be Lit.
v0.5.0
- Update for Valheim v0.221.4 Call to Arms
v0.4.0
- updated for Zen.ModLib v1.2.0
- recompile for BepInEx v5.4.2332
- recompile for JVL v2.26.0
v0.3.12
- update readme Fire Source Table
- update Zen.ModLib to v1.1.3
v0.3.11
- fix for compatibility with mod: shudnal's JustSleep
v0.3.10
- config limit change: radius percent max limit from 2x to 3x
v0.3.9
- improved err handling. no functionality changes.
v0.3.8
- code cleanup and a little bit of future proofing. No functionality changes.
v0.3.7
- add option: Interact Show Perimeter
- update documentation.
v0.3.6
- improved Fires "Must Be Lit" spawn protection to calculate based on dynamic light range of each individual fire source. (See readme for more info)
- Added interactive element to fire sources to visualize the protection radius.
- Removed need to sync config for "Fires Must Be Lit" (should fix config sync issue for some dedicated servers)
- code cleanup
v0.3.5
- Update for Zen.ModLib v1.1.0
- Fix: server configs sync was not working.
- simplified Spawn Protect logic: If Fire Must Be Lit is true then all other structures do not protect against spawns. Simpler logic than individual rules:
- Removed option: Cartography Table
- Removed option: Bed Must Be Spawn
- Removed option: Machine Must Be Lit
v0.3.4
- fixed config sync
v0.3.3
- update readme - no code changes.
v0.3.2
- add config option to set the min number of players that must be online for a raid to start.
v0.3.1
- removed BepInEx from dependency, Zen.ModLib handles it.
v0.3.0
- use Zen.ModLib
v0.2.1
- UPDATE FOR VALHEIM v0.220.3
- update configs and logging subsystem
v0.2.0
- Moved SpawnProtect from
ZenWorldSettings
to this mod - Add options for monsters can spawn inside your base if the torches are not lit.
v0.1.1
- initial release