Valheim

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Dependency string
ZenDragon-ZenWorldSettings-1.1.1
Dependants

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 ZenBossStone for 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 ZenUseItem to 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 ZenUseItem to assign targets directly from your inventory instead of needing to place them on the 1-8 hot bar first.
  • Install ZenHoverItem to 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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