Valheim
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Latest version
1.0.8
Last Updated
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786
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Size
135KB
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Changelog

1.0.8

  • RaidTimeout: End the random event when nobody is in the event area for 25 minutes (configurable), or after 90 minutes wall-clock since start. Unblocks Custom Raids after sailing away. Mobs may remain per EventMonstersSurviveRaidEnd.

1.0.7

  • Raid creature cap counts only raid creatures, from the server's saved records, so it works on a dedicated server. Tames, wildlife, normal spawns, and bosses are never counted or removed.
  • New CapScope: ServerWide (default, MaxActiveMonsters 60), PerPlayerArea (MaxPerPlayerArea 40 within PlayerAreaRadius 200 m), or Both. Extras furthest from players are removed first.
  • Cap check default interval is 2 minutes. persistraid clear no longer deletes tames.

1.0.6

  • ALL raid/event creatures are forced to fight: block flee, block hunt-clear, re-assert hunt+alert every AI tick. Applies to every raid (Greyling, Boar, Neck, Greydwarf, etc.), not only on spawn.

1.0.5

  • Raid timers: ContinueSpawningWithoutPlayers now defaults off, so each Custom Raids Duration and PauseIfNoPlayerInArea apply as written. PersistentRaids no longer forces the event clock by default.
  • New optional OverrideRaidDurations + OverrideDurationSeconds (both unused unless you turn the override on). Leave off to keep per-raid durations.
  • Raid creature AI: event mobs force hunt + alerted, and clear shy flee flags (fleeIfNotAlerted, unreachable flee, low-health flee). Fixes Greylings milling around instead of fighting.

1.0.4

  • Persistence is now raid-only. Never-despawn and ZDO.Persistent apply only to raid/event creatures (and bosses via NeverDespawnBosses).
  • Open-world wildlife (boars, necks, greylings, etc.) culls like vanilla again, so it no longer accumulates around bases. Fixes base-area FPS drops caused by permanent wildlife.
  • Raid mobs get persistence when the event flag is set (SetEventCreature), not blindly on Awake.

1.0.3

  • Fix: 1.0.1 treated every event-area check as “a player is here” and could expose a stashed raid as the current event. Custom Raids refuses to start a new raid while GetCurrentRandomEvent() is set, so raids stopped appearing.
  • AllowMultipleRaids defaults to false. Custom Raids owns raid start; this mod persists raid creatures.
  • persistraid stop clears a stuck current/stashed random event.

1.0.2

  • Long-range sight, forced hunt, and never-lose-aggro apply only to RandomEvent / raid creatures (SetEventCreature).
  • Open-world mobs (boars, greydwarves, and other non-raid spawns) keep vanilla view range and aggro.
  • Night despawn skip is raid-only.
  • World bosses no longer inherit raid hunt from NeverDespawnBosses (far-despawn persist is unchanged).

1.0.1

  • Initial release: raid chase, far-despawn block, extra events, spawn-without-players, monster cap 220.
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