

Created by [email protected].
Automatically reset Dungeons, Locations, and Leviathans with a customizable in-game day rate. Inspired by DungeonReset mod by Tekla.
Resets dungeons/locations when a player approaches them given the player is hosting the chunk and there is no "player activity" nearby. Locations will not reset until the second time it is visited with this mod installed given the ResetTime has been reached. For example, if you install this mod then visit a burial chamber on Day 100 it will not reset until visited on or after day 130 (given the default reset time is 30). Similarly, this mod has the ability to reset Leviathans in their original spawn locations.
Player activity includes:
There are advanced options in the config file to set individual reset times for certain locations. To use the advanced options set OverrideResetTimes to true, you must then customize all overridden values. Any locations not specified in the config will use the default value and cannot be changed individually. If you do not want specific locations to reset you can set the reset time to an arbitrarily large value like 100000, or any value that will be greater than the number of expected passed in-game days.
"Sky locations" are any dungeon or location that is generated suspended in the sky in the game. If the location has a teleporting feature it probably is located in the sky. The following are considered "sky locations":
"Ground locations" are every other type of location in the game. This mod supports resetting all kinds of ground locations including abandoned buildings, shipwrecks, infested trees, tar pits, etc. If you do not want to reset ground locations set ResetGroundLocations to False. This will not apply for meadows farms/villages or fuling camps as those locations are considered dungeons and are in a separate category.
If you are using another mod that adds custom locations or dungeons you may see this mod behave unexpectedly. If you would like support added for another mod please reach out to me in my discord (link below).
If you want "sky locations" to reset even if players have built/died around the entrance set the SkipPlayerGroundPieceCheck config to true. This will change the logic to check only for activity inside the sky location. This check will always occur for ground locations, you cannot disable it for them. The check for player activity is dependant on the size of the location, bigger dungeons will have a wider range for the activity check. If you suspect the mod is not working as intended it might be due to this player activity check, test the reset on a new area where no player has built to ensure the mod is working as intended.
You may notice that Sealed Towers (Hildir plains dungeon) are not resetting. Since you must build to enter the tower it is very likely the mod is detecting your player placed pieces and is refusing to reset. Your placed pieces must be about 16 meters away from the tower itself, or about 8 wooden walls length. If you do not see a log line like "Done regenerating location Hildir_plainsfortress ..." then it did not reset. Turn on bepinex debug logs to see more detailed information.
Leviathans will respawn in their original locations when resetting is enabled given there are none found in the zone. When causing a Leviathan to dive after mining the "leave" time will be recorded as the "visited" day, and the Leviathan will not delete itself as it does in vanilla. Upon reloading a zone the Leviathan will appear again on the surface unchanged from when last visited. Once a reset time has been reached the leviathan will delete itself upon the next time it is loaded. Currently you must reload the zone after a Leviathan is deleted to get them to respawn.
This feature may impact performance more so than resetting dungeons and Locations. If you have performance issues with this mod consider disabling Leviathan resetting when you do not need it on.
Due to loading times and the very random nature of the world spawning system there may be cases where this mod behaves strangely.
The following locations from other mods are supported:
This mod needs to be on the client, it will work even if other players do not have it installed but may behave unexpectedly when playing around other players without the mod. For best results have everyone install the mod. When this mod is put on a server it will sync the configurations from the server to all clients on connection. Live changes to the configurations should take immediate effect.
All issues can be reported on the project Github. To report issues please be as specific as possible and provide the following:
All feedback, ideas, and requests are welcome! You can message me at my discord Venture Gaming.