


Spawns configurable TerrainMistiles from changed terrain. They seek the edit, detonate, and reset player-made height/paint changes while preserving world/location terrain. Tune biome chance, interval, radius, health, color, and base protection.
TerrainMistiles try to reset changed terrain, but players can stop them by destroying them before impact.
Terrain changes near player bases can be protected from TerrainMistile spawn checks. The base-check radius and required number of unique base prefabs are configurable per biome.
TerrainMistile spawn chance, interval, visual color, health, and reset radius can be configured per biome.
playerSearchRadius.TerrainComp height and paint deltas in resetRadius.defaults supplies fallback values.playerBasePrefabs is the editable base-protection prefab list.# Expand World Data custom biomes can use their custom biome name or numeric biome value.
# defaults and playerBasePrefabs are reserved. Every other top-level key is treated as a biome rule.
defaults:
interval: 60
playerSearchRadius: 32
spawnChance: 0.25
maxDeformationSpawnChanceBonus: 0.25
maxSpawn: 3
perPlayerSpawn: true
playerBaseValue: 1
baseCheckRadius: 24
spawnRadius: 16~32
spawnAltitude: 8
resetRadius: 8
health: 1
visualColor: "#45FF5A"
Meadows:
interval: 120
spawnChance: 0.1
resetRadius: 4
visualColor: "#7CFF6B"
BlackForest:
interval: 120
resetRadius: 6
visualColor: "#2ED36F"
Swamp:
playerBaseValue: 2
visualColor: "#8FBF3F"
Mountain:
interval: 120
playerBaseValue: 2
resetRadius: 6
visualColor: "#8FE8FF"
Plains:
interval: 120
playerBaseValue: 3
resetRadius: 6
visualColor: "#FFD15C"
Mistlands:
interval: 120
playerBaseValue: 3
resetRadius: 6
visualColor: "#B58CFF"
AshLands:
playerBaseValue: 4
visualColor: "#FF5A2E"
DeepNorth:
playerBaseValue: 4
visualColor: "#BFEFFF"
Ocean:
visualColor: "#3EA7FF"
playerBasePrefabs:
- workbench
- forge
- portal
The generated YAML includes the full vanilla playerBasePrefabs list. Add custom player-placed piece prefab names there if they should protect terrain from TerrainMistile spawn checks.
interval: seconds between spawn rolls for one changed 32m terrain unit. 0 disables that biome.playerSearchRadius: players within this horizontal radius activate rolls for a changed unit.spawnChance: base chance used when a unit interval is ready and at least one player is nearby.maxDeformationSpawnChanceBonus: bonus added to spawnChance when the largest height deformation in the 32m terrain unit reaches Valheim's 8m deformation cap. The bonus scales linearly from 0m to 8m and the final chance is clamped to 1.maxSpawn: maximum active TerrainMistiles with targets within 32m of the target. 0 disables that biome.perPlayerSpawn: if true, one successful roll can spawn up to one TerrainMistile per nearby player, capped by maxSpawn and available targets.playerBaseValue: unique listed player-placed base prefab type count required to skip spawn checks. 0 disables the player base check.baseCheckRadius: horizontal radius used by playerBaseValue.spawnRadius: horizontal spawn distance from the selected nearby player. Use 24 for fixed distance or 16~32 for a random range.spawnAltitude: height above solid ground where TerrainMistile spawns.resetRadius: terrain height and paint reset radius saved onto each spawned TerrainMistile.health: maximum and current health applied when TerrainMistile spawns.visualColor: HTML hex color used for flames, sparks, and light.playerBaseValue counts unique prefab names from playerBasePrefabs within baseCheckRadius meters of the changed terrain point. Repeated copies of the same prefab count once.
Only player-placed instances are counted. Internally, TerrainMistile checks the ZDO longs.creator field and ignores matching prefabs when creator == 0, which filters out noCreator world and location pieces.
Examples:
playerBaseValue: 0: no base protection check.playerBaseValue: 1: one listed player-placed prefab nearby is enough to skip spawn checks.playerBaseValue: 3: three different listed player-placed prefab types must be nearby to skip spawn checks.interval to reduce spawn roll frequency.spawnChance to make TerrainMistiles rarer without disabling a biome.maxDeformationSpawnChanceBonus if near-cap terrain edits should not strongly increase spawn chance.spawnChance and maxDeformationSpawnChanceBonus to 0 for chance-based suppression, or use interval: 0 / maxSpawn: 0 to disable a biome.playerSearchRadius if changed terrain should stay active from farther away.resetRadius for tall or wide terrain edits that need a larger reset area.playerBaseValue in dangerous biomes if simple one-piece bases should not fully suppress spawns.