


spawnSystem block in DNS_spawnsystem.yml, supplemental DNS_spawnsystem_*.yml/.yaml files, and event spawns. The former nested spawn conditions and modifiers blocks are no longer supported.conditions: and modifiers: header and move those fields under spawnSystem: as shown below. Event-level conditions remains unchanged.objects.spawnRadius default as 40~80; 0 endpoints still use the native 40/80 fallback.Before:
- prefab: Boar
spawnSystem:
level: 1~3
groupRadius: 5
conditions:
noSpawnRadius: 64
biomes: [Meadows]
modifiers:
faction: Demon
After:
- prefab: Boar
spawnSystem:
level: 1~3
groupRadius: 5
noSpawnRadius: 64
biomes: [Meadows]
faction: Demon
Version |
Update Notes |
|---|---|
| 1.2.8 | - Hardened synchronized payload handling with strict SHA-256 manifest validation, bounded compressed/decompressed sizes, chunk-count checks, and safe cache paths. - Simplified spawner selector matching and cache state while preserving exact Expand World Data cloned-location matching. - Removed unused compatibility and transport forwarding layers, runtime aliases, stale helpers, and obsolete design documents. - Co-located small state implementations with the code that owns them to reduce source-file count and navigation without adding new abstractions. |
| 1.2.7 | - Added synced disable DNS character loot scaling when CLLC is loaded, which treats DNS character loot system, both per-star loot chance options, and global trophy level multiplier as inactive at runtime when Creature Level & Loot Control is loaded, while leaving YAML overrides, drop-in-stack, instant loot, and OnePerPlayer behavior active. - Added a synced general option to set zero-minute CreatureSpawner respawn timers to a default 0-60 minute value unless YAML specifies creatureSpawner.respawnTimeMinutes; the default is 0, so the option is off until configured. - Changed event reference generation to use the pre-DNS baseline event list and group entries by resolved spawn prefab owner, so removed event-providing mods disappear from generated references and mod-added events are easier to scan. |
| 1.2.6 | - Added synced events domain support with YAML-driven random event overrides, event spawns, global event settings, and reference output. - Added character loot system with Vanilla and CalculateChance; CalculateChance keeps successful drop chances intact and scales final item amounts with separate creature/boss per-star chances. - Kept global trophy level multiplier as the toggle that lets trophies join DNS linear level scaling, while avoiding vanilla exponential level multiplier stacks. - Fixed EWD cloned location selectors by preserving exact clone prefab names through spawner provenance and shared location condition resolution. - Added a synced global-key safety option that globally disables SpawnSystem entries with requiredGlobalKey in Meadows, BlackForest, Swamp, Mountain, or Plains. |
| 1.2.5 | - Breaking: DNS_location.yml is no longer generated, loaded, synchronized, or exposed through dns:reference / dns:full; BossRules and UsefulRunestones own the former location-domain features. - Breaking: DNS_character.yml no longer supports despawn or bossTamedPressure; boss despawn rules, boss-tamed pressure, per-player boss stones, remote Forsaken Power selection, and CreatureSpawner same-boss duplicate blocking moved to BossRules. - Added synced monster instant loot drop config that spawns monster loot immediately while ragdolls keep their vanilla lifetime. - Changed global trophy level multiplier to scale successful trophy drops by 50% per extra creature level while avoiding vanilla exponential trophy stack scaling. - Removed runtime work profiler/debug hot-path logging and the Debug Runtime Work Profiling config to reduce overhead. - Updated Thunderstore description; DropNSpawn still keeps internal location lookup helpers for object/spawner locations: selectors. |
| 1.2.4 | - Fixed RuneStone global pins on dedicated servers by resolving location targets on the authoritative server and returning the selected pin to clients. - Fixed Same Boss Duplicate Block for CreatureSpawner so duplicate-blocked bosses do not finish their respawn delay while the previous boss is still alive. - CharacterDrop now supports non-item prefabs, such as monster prefabs, in reference/override YAML and VNEI display. Non-item drops default levelMultiplier to false; item drops keep the vanilla-style default of true. |
| 1.2.3 | - Added Vegvisir global effects with biome-based weighted status rewards, optional FX, localization, and DNS_ClearStatus. - Breaking: removed location vegvisirs pin-edit fields and location runestones edit/reference fields; Vegvisirs keep vanilla pins and RuneStone location reveals use runestoneGlobalPins. - Historical note for 1.2.3 users: regenerate DNS_location.yml on a new profile, or regenerate the current file if it was not edited. - Breaking: spawner location filters now use locations: [] instead of location: and can match multiple locations. - Added global trophy level multiplier config with blacklist support. - Reference files now auto-update; SpawnSystem reference is generated from vanilla and upstream mod data, not DNS override YAML. - Removed manual reference update mode, old diagnostics logging options, afternoon timeOfDay support, and the OnePerPlayer living-player toggle; nearby OnePerPlayer checks now count living players only. - Cleaned config ordering, transport sync, and runtime queue performance. |
| 1.2.2 | - Refactoring and optimizations |
| 1.2.1 | - Added RuneStone global pins, allowing pinless RuneStones to reveal a saved map pin for a configured location. - Added SpawnArea total spawn limits, allowing spawners to automatically break after a set number of successful spawns. |
| 1.2.0 | - VNEI shows fish's random loot with DNS installed |
| 1.1.9 | - Vegvisir supports weighted random location pinning. Put weight: n on vevgisir.locations in locations.yml |
| 1.1.8 | - Boss despawn when no player is near(configurable) - Boss despawn refund offerings when they are stated in the character.yml Block summon and spawn of more than one boss wihtin the area(configurable) - Organized configs and refactored some codes for better performance - Better support for EWD fields |
| 1.1.7 | - Fixed boss trophy sacrificing - Fixed forsaken rotation making UI too often |
| 1.1.6 | - Optimized objectdrop hotpath - Fixed bossstone reset command not working on host self |
| 1.1.5 | - Refactored huge amount of codes - Removed cllc fields since it can be done with ewd field - Added rotation of forsaken powers - Added per player bossstones option |
| 1.1.4 | - Fixed destructibleType field casuing framedrop when it is in object override.yml |
| 1.1.3 | - Fixed EWD clone locations not working as conditions for character,object and spawner domain |
| 1.1.2 | - Fixed location domain triggering errors related monstrum locs |
| 1.1.1 | - Spawnsystem reference would be generated through command only - Lightened up how spawnsystem domain works - Fixed serversync not working for spawnsystem on dedi for real |
| 1.1.0 | - Ligthened some queue logic for some domains |
| 1.0.9 | - Fixed framedrop with treebase/minerock health override - Fixed spawnsystem reference not generating automatically sometimes |
| 1.0.8 | - Fixed spawnsystem serversync not working on some clients on dedi |
| 1.0.7 | - Fixed creaturespawner edit not working on dedi |
| 1.0.6 | - Fixed cloned location not working with dns location conditions on dedi - Fixed spawners not working with location conditions on dedi |
| 1.0.5 | - Fixed serversync not working on some domains - Fixed cloned location not being applied in override yml - Fixed custom biome spawnsystem lines being not shown through ESP - VNEI compatibility is now always live - Performance and network performance improvement |
| 1.0.4 | - Support for custom EWD biomes on all domains and conditions |
| 1.0.3 | - Improved reference grouping and fps |
| 1.0.2 | - Lightened spawnsystem check and other domains to reolve hitch |
| 1.0.1 | - Resolved hitch that was caused by deleting obsolete spawnsystem lines |
| 1.0.0 | - Initial Release |