


Star Level Systems expands upon the Valheim star system and allows extensive customization.
Features:
Got a bug to report or just want to chat about the mod? Drop by the discord or github.
Below are a few examples of what you might see, and what the mod can do.

So you want creatures to have more levels, but you don't want to die instantly to a level 100 boar when you start the game? Well have I got the config file for you.
Level settings allows configuration of creature levelup chance, creature stats, max level, increased level up chance based on distance from the center- and respectively biome based configs for all of that.
Lets take a look at some of the things you can do with this, and what better spot to start out than the default All biome
configuration (which applies to every creature by default).
Here is a section of the default example config, lets walk through what everything does.
All:
distanceScaleModifier: 1.5 # The influence of distance ring based scale increases (1.5 means 150% of the bonus value will be applied)
spawnRateModifier: 1.5 # Spawn rate of every creature is 50% higher (1.5), which means every spawn has a 50% chance of being 2 creatures.
creatureBaseValueModifiers: # These values modify the base stats of every creature in this biome (eg, all creatures)
BaseHealth: 1 # The default health of all creatures is 100% (1), numbers below 1 reduce health, above increase is (2) is 200% health for everything
BaseDamage: 1 # Default damage of all creatures is 100% (1)
Speed: 1 # Default movement speed of all creatures is 100% (1)
Size: 1 # Default size of all creatures is 100% (1)
creaturePerLevelValueModifiers: # Per level modifiers are applied per level, eg each star will give this value to the creature
HealthPerLevel: 0.4 # Each star provides 40% more health (0.4)
DamagePerLevel: 0.1 # Each star provides 10% more damage (0.1)
SpeedPerLevel: 0 # Each star does not increase speed (0)
SizePerLevel: 0.1 # Each star makes the creature 10% bigger (0.1)
damageRecievedModifiers: # Damage reduction or increases
Poison: 1.5 # Everything recieves 50% (1.5) more damage from poison (that includes players)
Note: creaturePerLevelValueModifiers do not apply to characters. But, damageRecievedModifiers DOES.
Biome specific configurations can be used to override the default All configuration, in this case max level for Ashlands is being set
to 26 and the distance modifier is being reduced by 50%
AshLands:
biomeMaxLevelOverride: 26
distanceScaleModifier: 0.5
Creature specific configuration allows you to override what is set in the biome definition for a creature, which allows more fine-grained control of how a specific creature should be modified.
Lets take a look at this creature definition
Troll: # Creature prefab name, must match exactly, you can find this using VNEI, the wiki, or Jotunn prefab documentation
customCreatureLevelUpChance: # Sets the levelup chance for this specific creature, overrides the default values, can still be modified by distance bonuses
1: 100 # Gauranteed level 1
2: 50 # 50% chance to reach level 2
3: 5 # 5% chance to reach level 3
creatureMaxLevelOverride: 11 # Overrides the max level for this creature (11 instead of biome default)
creatureBaseValueModifiers: # Overrides the base stat modifiers for this creature, values below 1 reduce stats, above 1 increase stats
BaseHealth: 1.05 # Base health is increased by 5%
BaseDamage: 0.95 # Base damage is reduced by 5%
Speed: 1.05 # Speed is increased by 5%
Size: 1.05 # Size is increased by 5%
AttackSpeed: 1.05 # Attack speed is increased by 5%
creaturePerLevelValueModifiers: # Per level stat modifiers for this creature, these are multiplied by the creatures level and applied to the total stat value
HealthPerLevel: 0.3 # Each star provides 30% more health
DamagePerLevel: 0.05 # Each star provides 5% more damage
SizePerLevel: 0.005 # Each star provides 0.5% more size
requiredModifiers: # Modifiers that this creature will always spawn with, regardless of level, chance or modifier limit, but still count towards max modifier count
Poison: Major # Trolls will always spawn with the Poison major modifier, Modifier names can be found in Modifiers.yaml, along with their categories
This is a definition of the chance that a creature has to level up at each point.
This works hand in hand with the distance scale modifier and distanceLevelBonus, distance level bonuses are applied if
the creature falls into a distance category with bonuses.
eg:
distanceLevelBonus:
1250:
1: 25
Will give all creatures a +25% chance to reach the first star level, if they are at least 1250m from the center. This value is then modified based on biome settings.
In our example biome file we have a 1.5 value for the distance modifier so 1.5 x 25 = 37.5 would be the increase provided to reach level 1.
If the total bonus and base value exceeds 100 that level will be gaurenteed, every creature with that condition will be at a minimum that level.
You can see this in some of the later distance bonuses which slowly drive of the guaranteed spawn level of creatures up
5000:
1: 100
2: 100 # All creatures at least 5000m from center will be level 2+
3: 75
4: 50
5: 25
6: 15
You can also use the distanceLevelBonus to add additional levels, make it so that certain distances are required to spawn higher level enemies.
defaultCreatureLevelUpChance:
1: 20
2: 15
distanceLevelBonus:
1250:
1: 25
2: 15
3: 5
5000:
1: 100
2: 100
3: 75
4: 50
With the above configuation the region closest to start up to 1250m will only be able to spawn level 1 and 2 creatures. Between 1250m and 5000m creatures can spawn up to level 3, and beyond 5000m creatures can spawn up to level 4.
Now, we've walked through a lot of the bonuses to level up chance but lets take a look at the base values too. Star level systems default config has a relatively large spawn range- which is limited by biome configuration.
defaultCreatureLevelUpChance Defines the levelup chance of all creatures, this however can be limited by biome configuration and
it can be increased by other factors, such as the distance from center bonus.
defaultCreatureLevelUpChance:
1: 20
2: 15
3: 12
4: 10
5: 8
6: 6.5
7: 5
8: 3.5
9: 1.5
10: 1
11: 0.5
12: 0.25
In vanilla there are few creatures which can be colorized when they level up. Star Level Systems changes that. Most all creatures can be colorized, it should be noted that some creatures (Yagluth eg) do not colorize well and the effect is generally not very noticable.
There are two different ways to apply colorization values to creatures.
Greydwarf:
1:
hue: -0.06
saturation: 0.1
value: 0.05
DefaultGenerator:
- characterSpecific: false
startColorDef:
hue: 0.07130837
saturation: 0.05205864
value: 0.01721987
endColorDef:
hue: -0.07488244
saturation: 0.09342755
value: -0.1008582
rangeStart: 1
rangeEnd: 15
In this example, level ranges for default colors from level 1 to 15 will form a range of colors from hue 0.07130837 -> -0.07488244 etc.
If you want to see the output from a generator you can enable the debug flag to dump the generated colorization config to a file.
You can use this to hand-pick color values etc.Maybe you've tried out CLLC's modifiers, or Monster Modifiers? Both really add variety to the game that is much needed. Star Levels Systems modifiers are designed to be extremely flexible, both in configuration- but also in effect.
There are however a number of modifiers and it can be a bit unclear what each does. So to start off here is a table of all current modifiers and how they work.
Modifiers are split into three categories. Boss, Major, and Minor. Which allows customization into the random selection process for modifiers,
along with seperate tuning for modifiers that appear on bosses vs minor creatures.
These modifiers are by default only available on bosses.
| Modifier | Description | Config Adjustment | Icon |
|---|---|---|---|
| BossSummoner | Summons minion creatures at regular intervals up to a certain limit. | BasePower = Max number summoned PerlevelPower = Time between summon BiomeObjects = Biome specific minion (prefab name) | |
| SoulEater | Creature grows in strength and size when other creatures die near it. Creature heals slightly. | PerlevelPower = how much health & damage to gain | |
| LifeLink | Creature will redirect a portion of damage it takes to another creature in the area. | BasePower = Base damage redirection PerLevelPower = Additional damage redirection based on level | |
| ResistPierce | Reduces damage the creatures takes from all pierce sources (like arrows) | BasePower = Base damage reduction PerLevelPower = Additional damage reduction granted per creature level | |
| Brutal | Increases creature attack speed | BasePower = Increases attack speed by base amount PerLevelPower = Increases attack speed by amount per level |
These modifiers are attainable by most creatures, and are typically the more impactful modifiers.
| Modifier | Description | Config Adjustment | Icon |
|---|---|---|---|
| Brutal | Increases creature attack speed | BasePower = Increases attack speed PerLevelIncrease = Increases attack speed per level | |
| Fire | Adds Fire damage | BasePower = Percentage of total damage added PerLevelIncrease = Additional damage added per level | |
| Frost | Adds Frost Damage | BasePower = Percentage of total damage added PerLevelIncrease = Additional damage added per level | |
| Poison | Adds Poison Damage | BasePower = Percentage of total damage added PerLevelIncrease = Additional damage added per level | |
| Lightning | Adds Lightning damage | BasePower = Percentage of total damage added PerLevelIncrease = Additional damage added per level | |
| Splitter | Creature spawns replacements when it dies | Config values are combined and for each whole value, an additional creature is spawned BasePower = Number of creatures to spawn on replacement PerLevelIncrease = Additional value added to give a chance for more spawns | |
| ResistPierce | Reduces damage taken from Pierce | BasePower = base damage reduction PerLevelIncrease = per level additional damage reduction | |
| ResistSlash | Reduces damage taken from Slash | BasePower = base damage reduction PerLevelIncrease = per level additional damage reduction | |
| ResistBlunt | Reduces damage taken from Blunt | BasePower = base damage reduction PerLevelIncrease = per level additional damage reduction |
These modifiers are attainable by most creatures and are typically less directly impactful than others, but can be none the less dangerous.
| Modifier | Description | Config Adjustment | Icon |
|---|---|---|---|
| FireNova | Explodes when it dies, damaging everything. | BasePower = Base damage of the explosion, based on creature damage PerLevelPower = Increase to the damage added per level | |
| Lootbags | Doubles creature health and gives 25% more movement speed, drops more loot. | BasePower = Increases drops PerLevelPower = Increases drops by amount per level | |
| Alert | Increases creature hearing range | BasePower = Increase hearing by PerLevelPower = Increase hearing by amount each level | |
| Big | Increases creature size and health | BasePower = Increases health and size PerLevelPower = Increases health and size by amount | |
| Fast | Increases creature speed | BasePower = Increases movement speed PerLevelPower = Increases speed based per level | |
| StaminaDrain | Attacks by the creature drain your stamina | BasePower = Drain amount PerLevelPower = Drain increase by amount per level | |
| EitrDrain | Attacks by the creature drain your Eitr | BasePower = Drain amount PerLevelPower = Drain increase by amount per level |
Localization is available for everything in the mod. I accept community translations! If you would like to contribute localizations or improve them please reach out on discord.
Otherwise localizations are available at Bepinex/config/StarLevelSystems/localizations, new languages can be made using any of Jotunns language specific names
Star Level Systems provides a public API for other mods to interact with. The API currently allows reading, modifying and managing creature stat modifiers, color, and level. Check out the API Documentation here
I also directly contribute to Epic Loot! If you like new features and bugfixes always happy to hear feedback.
Modded Valheim requires Bepinex to load mods. If you have not modded before or are trying to simplify how easy it is for you to mod the game I recommend taking a look at a mod manager. Gale is an excellent mod manager. Download it manually, install and start it up.
If you are proceeding manually you will need to ensure that you have installed Bepinex from the Thunderstore, it has required configuration.
Once you are ready to install mods, they must be unzipped first and go into the Bepinex/plugins folder.
Compatibility is being worked on for the following mods:
This mod is still in active development and is not considered complete yet.
Planned Features