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Designed to be used in conjunction with other ZenMods. Especially ZenSign, ZenUseItem, and ZenHoverItem.
Tombstones:
Spawners:
ZenBossStone for excellent multiplayer per player progression.Limited Use Door Keys:
Environment:
Fireplaces:
ZenUseItem to make the process easier.Shield Generators:
Turrets:
ZenUseItem to assign targets directly from your inventory instead of needing to place them on the 1-8 hot bar first.ZenHoverItem to see the icons of the assigned trophies when looking at a Turret.Craft / Teleport Rules:
The full collection of all Zen MODS:
Enjoy!
## Settings file was created by plugin ZenWorldSettings v0.9.0
## 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.
## NOTE: This also changes the resource cost to 0 wood instead of 2 wood to account for the ignite cost.
## [game restart required for changes to take effect]
# Setting type: Boolean
# Default value: true
Campfires Start Empty = 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] 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.
## NOTE: Coal is intentionally left off so as to give coal fire sources a little edge (the coal is smoldering). Also, smelters requiring ignition is a bit tedious.
## (Vanilla: empty list)
# Setting type: StringList
# Default value: Wood, RoundLog, FineWood, ElderBark, Blackwood, Resin, GreydwarfEye, Guck
Sparkable Fuels = Wood, RoundLog, FineWood, ElderBark, Blackwood, Resin, GreydwarfEye, Guck
[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: ZenWorldSettings_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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