

ZenWorldSettings
Burn all woods, use spark to light fires, refill candles, hide sky tree, limit snowstorm particles. Prevent tombstone abuse. Protect newbies from hard spawns. Door keys: break/repair. Shield Gens: protect fires, eject fuel. Turrets multi-targetDetails
ZenWorldSettings
Designed to be used in conjunction with other ZenMods.  Especially ZenSign, ZenUseItem, and ZenHoverItem.
Modifiers (Configurable)
Tombstones:
- Tombstones are free 32-slot indestructible containers that can be easily abused.
- Option to prevent them from being used as reusable containers.
- Once opened, a tombstone will begin to decay. When it finishes decaying, it will self-destruct and drop all items on the ground.
- The countdown will not start until it has been opened once.
- Default decay duration: 1 game day (30 minutes)
Spawners:
- Prevent high-level monsters from spawning in low-level biomes due to advanced world progression. Highly configurable, but the default configuration should meet most player needs.  Off by default. Pair with ZenBossStonefor excellent multiplayer per player progression.
Quests & Loot:
- Configure Hildir's Quest to be per player
- Drop loot, one per player.
Limited Use Door Keys:
- Make keys limited use, they break after you use them too many times.
- You can repair and upgrade them at the forge by default. (configurable)
Environment:
- Option: Do not display day number at dawn.
- Option: Do not display the sky tree.
- Option: Adjustable day length
- Option: Adjustable snow storm particle limits
Fireplaces:
- Fires can require applying a spark for ignition.
- Campfires can start unlit.
- Candle can be refilled after expired.
- Intentionally burn any wood type in a fire. (Can be configured to burn anything)
- Use the hotbar to select the wood type and apply it to the fire. Install ZenUseItemto make the process easier.
Shield Generators:
- Can eject their fuel to turn them off manually.
- Can protect fireplaces from the rain and snow.
Turrets:
- Option: Target player default true - Keep vanilla behavior of targeting players if no target trophy assigned because otherwise the player can just use turrets to cheese areas.
- Option: Target tames default true - population control
- Adjustable max number of targets, default 3. Install ZenUseItemto assign targets directly from your inventory instead of needing to place them on the 1-8 hot bar first.
- Install ZenHoverItemto see the icons of the assigned trophies when looking at a Turret.
Craft / Teleport Rules:
- Option: Define which things can be crafted or teleported by listing them here.
Improve Your Experience
CORE MODS
The full collection of all Zen MODS:
- Radically improved QoL
- Incredible performance
- Pre-configured
- 100% Gamepad support
- Spectacularly immersive
Enjoy!
Sample Config File
## Settings file was created by plugin ZenWorldSettings v1.1.0
## Plugin GUID: ZenDragon.ZenWorldSettings
[Craft / Teleport]
## [Admin] List of items to remove from crafting.
## Recipies are removed and new instances of the item can't be crafted.
## However, any existing items will still remain.  Additionlly any loot drops of the item will still be possible.
## [reboot required for changes to take effect]
# Setting type: StringList
# Default value: 
Craft Items - Deny = 
## [Admin] List of pieces which can not be crafted.
## However, nocost flag will still allow them to be built. Existing instances of pieces will still remain.
## [reboot required for changes to take effect]
# Setting type: StringList
# Default value: 
Craft Pieces - Deny = 
## [Admin] List of items which CAN NOT be teleported.
## Why is Thunderstone default? 
## Because with ZenRecycle it becomes possible to reclaim materials via the Obliterator.
## Restriction of teleporting the Thunderstone makes it more challenging to setup a recycler at far away bases.
## [reboot required for changes to take effect]
# Setting type: StringList
# Default value: Thunderstone
Teleport Items - Deny = Thunderstone
## [Admin] List of items which CAN be teleported. 
## Make items teleportable which would otherwise not be teleportable.
## Can be useful for example if you wanted to teleport refined metals but not ore:
## Copper, Tin, Bronze, Iron, Silver, BlackMetal, Flametal, FlametalNew
## [reboot required for changes to take effect]
# Setting type: StringList
# Default value: Ironpit
Teleport Items - Allow = Ironpit
[Door Keys]
## [Admin] Door keys break after this many uses.  Set to 0 for infinite use. (Vanilla: 0)
## This is the initial number of uses for level 1 keys. Upgrades add more uses.
## Note: The default config settings allow keys to be repaired at the forge.
## [logout required for changes to take effect]
# Setting type: Int32
# Default value: 1
# Acceptable value range: From 0 to 10
Usage Limit = 1
## [Admin] Comma separated list of resource requirements for upgrading keys.
## PrefabName:Cost:IncreasedCostPerLevel
## [logout required for changes to take effect]
# Setting type: StringList
# Default value: Iron:1:1, Guck:1:1
Upgrade Cost = Iron:1:1, Guck:1:1
## [Admin] Max quality that door keys can be leveled up.  (Vanilla: 1)
## Each level increases the number of uses by 1.
## Set to 1 to disable upgrading keys.
## [logout required for changes to take effect]
# Setting type: Int32
# Default value: 4
# Acceptable value range: From 1 to 9
Max Quality = 4
## [Admin] Minimum station level needed to upgrade or repair keys.
## [logout required for changes to take effect]
# Setting type: Int32
# Default value: 1
# Acceptable value range: From 1 to 4
Station Level = 1
## [Admin] The station that can be used to repair and upgrade any keys that are NOT crafted, such as keys dropped from monsters, or found in chests, or purchased.
## If the key is crafted then it repairs and upgrades at the station that was used to craft it.
## [logout required for changes to take effect]
# Setting type: String
# Default value: Forge
# Acceptable values: None, Workbench, Forge, Stonecutter, Cauldron, ArtisanTable, BlackForge, GaldrTable, MeadKetill, FoodPreparationTable
Station = Forge
## [Admin] If true then keys can be repaired when broken. This requires a Station
## A broken key can not be used to open a door.
## [logout required for changes to take effect]
# Setting type: Boolean
# Default value: true
Repairable = true
## [Admin] Comma separted list of item prefab names for Door Keys that should never break.
## These keys will be ignored by the system.
## [logout required for changes to take effect]
# Setting type: StringList
# Default value: 
Indestructible Keys = 
## [Admin] Comma separated list of key prefab names.
## Keys will be removed from the inventory when they break.
## Any existing broken keys in your inventory will not be affected.
## This will override the repair configs since the key will be erased when it breaks.
## Example: CryptKey
# Setting type: StringList
# Default value: 
Remove Broken Keys = 
[Environment]
## [Admin] Navigate with only the sun and stars.
# Setting type: Boolean
# Default value: false
Show Sky Tree = false
## [Admin] Enable the chunky wind pixels
# Setting type: Boolean
# Default value: false
Show Wind Pixels = false
## [Admin] Length of an in game day in seconds. (Vanilla: 1800)
## Set to 0 to disable this setting.
# Setting type: Int32
# Default value: 0
# Acceptable value range: From 0 to 10800
Day Length Seconds = 0
## [Admin] Display the day number each morning. (Vanilla: true)
# Setting type: Boolean
# Default value: false
Show Day Number = false
## [Admin] Set the snow max particles (Vanilla: 2000-5000)
## Set to -1 to disable this setting and use vanilla values
## [logout required to revert to vanilla]
# Setting type: Int32
# Default value: -1
# Acceptable value range: From -1 to 5000
SnowStorm Particles Max = -1
[Fireplaces]
## [Admin] When enabled the candle can be refilled after it is empty. (Vanilla: false)
# Setting type: Boolean
# Default value: true
Refillable Candles = true
## [Admin] When enabled the campfire starts empty, like the bonfire, and must be fueled before it will light. (Vanilla: false)
## This helps prevent spawning campfires under monsters and using them as a weapon to cheese them.
## This also changes the resource cost: No wood instead of 2 wood to account for the ignite cost.
## The stone cost is increased from 5 to 8 to offset the loss of wood cost. 
## This also makes the Iron Fire Pit more desirable since it weighs less and starts lit.
## (This mod, by default, makes the Iron Fire Pit teleportable)
## [game restart required for changes to take effect]
# Setting type: Boolean
# Default value: true
Campfires Start Empty = true
## [Admin] Prevent fueling a fire when a character is standing on the fire. (Vanilla: false)
## This prevents the player from being able to light a fire when a monster is standing on it.
## Anti-cheese, lighting a campfire under a monster is cheese.
## Ignores yourself, you can always burn yourself, be careful.
# Setting type: Boolean
# Default value: true
Prevent Character Overlap = true
## [Admin] Any item in this list can be used as fuel in pieces that burn Wood.
## For Example: Fireplaces, Kilns, Ovens, and Hot Tubs.
## Use the hotbar to assign the item explicitly.
## Regular interaction will only burn basic Wood, other items must be explicitly selected.
## You can use ZenUseItem to make the process easier.
## Default: All wood types, allows you to burn any type of wood in a fire.
## (Vanilla: Clear the list)
# Setting type: StringList
# Default value: Wood, RoundLog, FineWood, ElderBark, Blackwood
Burnable Items = Wood, RoundLog, FineWood, ElderBark, Blackwood
## [Admin] In vanilla Kilns can burn most types of wood via normal interaction.
## This can lead to accidentally burning wood that you may not have intended to burn.
## When this option is enabled Kilns will only burn the basic Wood type with direct interaction.
## Burning anything else requires explicit hotbar or ZenUseItem interaction.
## (vanilla: false)
# Setting type: Boolean
# Default value: true
Kiln Interact Wood Only = true
## [Admin] Is a spark item or torch required to light a fire?
# Setting type: Boolean
# Default value: true
Spark Enabled = true
## [Admin] The item that is required to be in your inventory to light a fire.
## Set to blank to disable this feature.
# Setting type: String
# Default value: Flint
Spark Item = Flint
## [Admin] One Spark Item will be consumed each time you light a fire.
# Setting type: Boolean
# Default value: true
Spark Item Consume = true
## [Admin] Fires can be lit if you are holding a flaming torch
## This takes priority over the Spark Item option.
# Setting type: Boolean
# Default value: true
Spark With Torch = true
## [Admin] Any fires which use these fuels will require the Spark Item to be in your inventory to light.
## Or you can use the Spark With Torch option. Or both.
## (Vanilla: empty list)
# Setting type: StringList
# Default value: Wood, RoundLog, FineWood, ElderBark, Blackwood, Coal, Resin, GreydwarfEye, Guck
Sparkable Fuels = Wood, RoundLog, FineWood, ElderBark, Blackwood, Coal, Resin, GreydwarfEye, Guck
[Loot]
## [Admin] Drop one Loot Item per player in range so that everyone can have a copy.
# Setting type: Boolean
# Default value: false
Drop Per Player = false
## [Admin] Comma separated list of items to drop per player.
## Hildir's Quest items: chest_hildir1, chest_hildir2, chest_hildir3
## NOTE: Hildir's Quest items are not enabled by default because 
## Quest Keys are flagged by proximity to the trader when turning in a chest.
## However, the item names are provided here for reference if desired.
# Setting type: StringList
# Default value: 
Loot Items = 
## [Admin] Range to check for players around the area when dropping loot per player.
# Setting type: Single
# Default value: 25
# Acceptable value range: From 10 to 100
Player Range = 25
[Quests]
## [Admin] Make quests such as Hidler's Quest per player instead of worldwide. (Vanilla: false)
# Setting type: Boolean
# Default value: true
Active Per Player = true
## [Admin] Comma separated list conditional keys used to flag quest status.
## Normally these are global keys, define them here to treat them as per player keys instead.
## NOTE: when debugging you can manually add/remove these keys to your player keys.
## However, you will need to leave the area for the scene to reload before you can see the changes.
## You can view the active keys via the vanilla console command: listkeys
## Google for more info on vanilla key commands.
# Setting type: StringList
# Default value: Hildir1, Hildir2, Hildir3
Quest Keys = Hildir1, Hildir2, Hildir3
## [Admin] When performing an action that applies a Quest Key, such as turning in a quest item, 
## all players in the area will also be flagged with the key.
## This way you have the option to share rewards without duplicating quest loot.
## Instead, replicate the reward flag to all players nearby when turning in a quest item.
## Set to 0 to disable this feature.
# Setting type: Single
# Default value: 20
# Acceptable value range: From 0 to 100
Quest Key Range = 20
## [Admin] Comma separated list of traders which give quests which use Quest Keys
## They have inventories determined by Quest Keys
## Normally the global keys are checked.  This will force them to use per player keys instead.
# Setting type: StringList
# Default value: Hildir
Quest Traders = Hildir
[Shield Generator]
## [Admin] Add an option to eject the fuel on shield generators and cause them to shutdown.
# Setting type: Boolean
# Default value: true
Enable Eject Fuel = true
## [Admin] Shield Generator protects fireplaces from the rain so they stay lit without a roof. (Vanilla: False)
# Setting type: Boolean
# Default value: true
Shield Protects Fire From Rain = true
[Spawners]
## [Admin] Enable or disable this entire section. If disabled then vanilla spawn rules are applied.
## The default configuration is setup to prevent high level monsters from spawning in low level zones.
## This is to help keep some zones safe from global world progression and make the game a bit
## easier for low level players just starting out, or to just have some areas safe from the harder spawns.
## These rules are not applied to raid events or trigger spawns.
## NOTE: These rules do not affect existing monsters. Only spawning new ones.
## For more info: 
## See: https://valheim.fandom.com/wiki/Spawn_zones
## To view the spawners in the world run this command.
## It is useful for figuring out what rules you would like to apply apply:
## Console command: Zen_Spawners
# Setting type: Boolean
# Default value: false
_Enable Spawner Rules = false
## [Admin] Comma separated list of global keys.
## Any prefabs that require these keys to be present are prevented from spawning in Meadows.
## Useful for preventing high level monsters from spawning in newbie zones based on world progression.
# Setting type: StringList
# Default value: defeated_gdking, defeated_bonemass, defeated_dragon, defeated_goblinking, defeated_queen, defeated_fader
Meadows - Blocked Keys = defeated_gdking, defeated_bonemass, defeated_dragon, defeated_goblinking, defeated_queen, defeated_fader
## [Admin] Comma separated list of prefab names that are never allowed to spawn in Meadows.
# Setting type: StringList
# Default value: 
Meadows - Blocked Creatures = 
## [Admin] Comma separated list of prefab names that are always allowed to spawn in the Meadows even if restrictions are applied.
# Setting type: StringList
# Default value: 
Meadows - Allowed Creatures = 
## [Admin] If true the spawned monster will not hunt the player in Meadows.
## Note, this does not prevent hunting from events or spawn triggers.  Just regular spawns.
# Setting type: Boolean
# Default value: false
Meadows - Disable Hunt Player = false
## [Admin] Comma separated list of global keys.
## Any prefabs that require these keys to be present are prevented from spawning in BlackForest.
## Useful for preventing high level monsters from spawning in newbie zones based on world progression.
# Setting type: StringList
# Default value: defeated_bonemass, defeated_dragon, defeated_goblinking, defeated_queen, defeated_fader
BlackForest - Blocked Keys = defeated_bonemass, defeated_dragon, defeated_goblinking, defeated_queen, defeated_fader
## [Admin] Comma separated list of prefab names that are never allowed to spawn in BlackForest.
# Setting type: StringList
# Default value: 
BlackForest - Blocked Creatures = 
## [Admin] Comma separated list of prefab names that are always allowed to spawn in the BlackForest even if restrictions are applied.
# Setting type: StringList
# Default value: 
BlackForest - Allowed Creatures = 
## [Admin] If true the spawned monster will not hunt the player in BlackForest.
## Note, this does not prevent hunting from events or spawn triggers.  Just regular spawns.
# Setting type: Boolean
# Default value: false
BlackForest - Disable Hunt Player = false
## [Admin] Comma separated list of global keys.
## Any prefabs that require these keys to be present are prevented from spawning in Swamp.
## Useful for preventing high level monsters from spawning in newbie zones based on world progression.
# Setting type: StringList
# Default value: defeated_dragon, defeated_goblinking, defeated_queen, defeated_fader
Swamp - Blocked Keys = defeated_dragon, defeated_goblinking, defeated_queen, defeated_fader
## [Admin] Comma separated list of prefab names that are never allowed to spawn in Swamp.
# Setting type: StringList
# Default value: 
Swamp - Blocked Creatures = 
## [Admin] Comma separated list of prefab names that are always allowed to spawn in the Swamp even if restrictions are applied.
# Setting type: StringList
# Default value: 
Swamp - Allowed Creatures = 
## [Admin] If true the spawned monster will not hunt the player in Swamp.
## Note, this does not prevent hunting from events or spawn triggers.  Just regular spawns.
# Setting type: Boolean
# Default value: false
Swamp - Disable Hunt Player = false
## [Admin] Comma separated list of global keys.
## Any prefabs that require these keys to be present are prevented from spawning in Mountain.
## Useful for preventing high level monsters from spawning in newbie zones based on world progression.
# Setting type: StringList
# Default value: defeated_goblinking, defeated_queen, defeated_fader
Mountain - Blocked Keys = defeated_goblinking, defeated_queen, defeated_fader
## [Admin] Comma separated list of prefab names that are never allowed to spawn in Mountain.
# Setting type: StringList
# Default value: 
Mountain - Blocked Creatures = 
## [Admin] Comma separated list of prefab names that are always allowed to spawn in the Mountain even if restrictions are applied.
# Setting type: StringList
# Default value: 
Mountain - Allowed Creatures = 
## [Admin] If true the spawned monster will not hunt the player in Mountain.
## Note, this does not prevent hunting from events or spawn triggers.  Just regular spawns.
# Setting type: Boolean
# Default value: false
Mountain - Disable Hunt Player = false
## [Admin] Comma separated list of global keys.
## Any prefabs that require these keys to be present are prevented from spawning in Plains.
## Useful for preventing high level monsters from spawning in newbie zones based on world progression.
# Setting type: StringList
# Default value: defeated_queen, defeated_fader
Plains - Blocked Keys = defeated_queen, defeated_fader
## [Admin] Comma separated list of prefab names that are never allowed to spawn in Plains.
# Setting type: StringList
# Default value: 
Plains - Blocked Creatures = 
## [Admin] Comma separated list of prefab names that are always allowed to spawn in the Plains even if restrictions are applied.
# Setting type: StringList
# Default value: 
Plains - Allowed Creatures = 
## [Admin] If true the spawned monster will not hunt the player in Plains.
## Note, this does not prevent hunting from events or spawn triggers.  Just regular spawns.
# Setting type: Boolean
# Default value: false
Plains - Disable Hunt Player = false
## [Admin] Comma separated list of global keys.
## Any prefabs that require these keys to be present are prevented from spawning in Mistlands.
## Useful for preventing high level monsters from spawning in newbie zones based on world progression.
# Setting type: StringList
# Default value: defeated_fader
Mistlands - Blocked Keys = defeated_fader
## [Admin] Comma separated list of prefab names that are never allowed to spawn in Mistlands.
# Setting type: StringList
# Default value: 
Mistlands - Blocked Creatures = 
## [Admin] Comma separated list of prefab names that are always allowed to spawn in the Mistlands even if restrictions are applied.
# Setting type: StringList
# Default value: 
Mistlands - Allowed Creatures = 
## [Admin] If true the spawned monster will not hunt the player in Mistlands.
## Note, this does not prevent hunting from events or spawn triggers.  Just regular spawns.
# Setting type: Boolean
# Default value: false
Mistlands - Disable Hunt Player = false
## [Admin] Comma separated list of global keys.
## Any prefabs that require these keys to be present are prevented from spawning in AshLands.
## Useful for preventing high level monsters from spawning in newbie zones based on world progression.
# Setting type: StringList
# Default value: 
AshLands - Blocked Keys = 
## [Admin] Comma separated list of prefab names that are never allowed to spawn in AshLands.
# Setting type: StringList
# Default value: 
AshLands - Blocked Creatures = 
## [Admin] Comma separated list of prefab names that are always allowed to spawn in the AshLands even if restrictions are applied.
# Setting type: StringList
# Default value: 
AshLands - Allowed Creatures = 
## [Admin] If true the spawned monster will not hunt the player in AshLands.
## Note, this does not prevent hunting from events or spawn triggers.  Just regular spawns.
# Setting type: Boolean
# Default value: false
AshLands - Disable Hunt Player = false
## [Admin] Comma separated list of global keys.
## Any prefabs that require these keys to be present are prevented from spawning in DeepNorth.
## Useful for preventing high level monsters from spawning in newbie zones based on world progression.
# Setting type: StringList
# Default value: 
DeepNorth - Blocked Keys = 
## [Admin] Comma separated list of prefab names that are never allowed to spawn in DeepNorth.
# Setting type: StringList
# Default value: 
DeepNorth - Blocked Creatures = 
## [Admin] Comma separated list of prefab names that are always allowed to spawn in the DeepNorth even if restrictions are applied.
# Setting type: StringList
# Default value: 
DeepNorth - Allowed Creatures = 
## [Admin] If true the spawned monster will not hunt the player in DeepNorth.
## Note, this does not prevent hunting from events or spawn triggers.  Just regular spawns.
# Setting type: Boolean
# Default value: false
DeepNorth - Disable Hunt Player = false
## [Admin] Comma separated list of global keys.
## Any prefabs that require these keys to be present are prevented from spawning in Ocean.
## Useful for preventing high level monsters from spawning in newbie zones based on world progression.
# Setting type: StringList
# Default value: 
Ocean - Blocked Keys = 
## [Admin] Comma separated list of prefab names that are never allowed to spawn in Ocean.
# Setting type: StringList
# Default value: 
Ocean - Blocked Creatures = 
## [Admin] Comma separated list of prefab names that are always allowed to spawn in the Ocean even if restrictions are applied.
# Setting type: StringList
# Default value: 
Ocean - Allowed Creatures = 
## [Admin] If true the spawned monster will not hunt the player in Ocean.
## Note, this does not prevent hunting from events or spawn triggers.  Just regular spawns.
# Setting type: Boolean
# Default value: false
Ocean - Disable Hunt Player = false
[Tombstone]
## [Admin] Tombstones are a free 32 slot indestructible containers that can be easily abused.
## This option prevents them from being used as reusable containers.
## Once opened, a tombstone will begin to decay. When it finishes decaying, it will 
## self-destruct and drop all its contents on the ground.
## The countdown will not start until it has been opened once. (vanilla: false)
# Setting type: Boolean
# Default value: true
Decay After Open = true
## [Admin] How frequently should warning messages be displayed when the tombstone is decaying? (seconds)
## Set to 0 to disable repeating warning messages.
# Setting type: Int32
# Default value: 30
# Acceptable value range: From 0 to 600
Decay Message Interval = 30
## [Admin] After opening the tombstone once, how long before it self-destructs? (seconds)
## When it self destructs it will drop all items on the ground.
## Default is 1 game day (30 minutes) 
## 0 = self-destruct instantly after closing the container.
# Setting type: Int32
# Default value: 1800
# Acceptable value range: From 0 to 3600
Decay Timer = 1800
[Turret]
## [Admin] Can turrets target players? (Vanilla: true)
## Vanilla behavior is to target players unless a trophy is set.
## If this is disabled then turrets can be used to be easily cheese boss fights and push into in
## unexplored areas because all the undefeated monsters will be targeted and the player will not.
## Placing a trophy to limit which creature type the turret attacks is a sensible balance as it
## makes it a bit more difficult to use the turrets to cheese into unexplored areas since you
## need to kill the creature once before it can be targeted and the turret can only kill a single type
## of monster, therefor multiple turrets would need to be built in order to defend against multiple types.
## If this option is false then the turret will always ignore the Player and kill anything else...
## That will result in an easier run since less turrets would need to be built.
# Setting type: Boolean
# Default value: true
Target Players = true
## [Admin] Can turrets target tamed creatures? (Vanilla: true)
## Population control...
# Setting type: Boolean
# Default value: true
Target Tamed = true
## [Admin] Max ammo capacity (Vanilla: 40)
# Setting type: Int32
# Default value: 40
# Acceptable value range: From 1 to 100
Max Ammo = 40
## [Admin] Max number of target trophies that can be set at once. (Vanilla: 1)
# Setting type: Int32
# Default value: 2
# Acceptable value range: From 1 to 10
Max Targets = 2
## [Admin] When the turret dies should the ammo be returned as a stack or as a bunch of individual bolts on the ground?
## Caution: if Max Ammo is high this can kill the framerate as it tries to dump a ton of ammo objects on the ground unstacked.  (Vanilla: false)
# Setting type: Boolean
# Default value: false
Stack Ammo On Destroy = false
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