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balrond MonsterMayehm
Monster and Event Extension for Balrond Amazing Nature
| Date uploaded | a year ago |
| Version | 0.1.3 |
| Download link | Balrond-balrond_MonsterMayehm-0.1.3.zip |
| Downloads | 684 |
| Dependency string | Balrond-balrond_MonsterMayehm-0.1.3 |
This mod requires the following mods to function
Balrond-balrond_humanoidRandomizer
Auto creates set of variants for vanilla skeletons, Rancid, Draugr, Dragur Elite, Fueling, Fueling Shaman
Preferred version: 1.6.1README
๐ฟ Monster Mayhem - Mod Documentation
Overview
Monster Mayhem is a major overhaul for Valheim, revamping the game's monster spawning system while introducing new creatures, encounters, and mechanics. It features:
- New spawners for existing vanilla monsters
- Modifications to vanilla spawners
- Brand new monsters with unique spawners
- Reworked raid and boss events
- Entirely new raid events
All in-game objects with the
_balsuffix originate from this mod or its extensions.
๐ฒ Key Features
- ๐ง 20 brand-new monsters (with more coming soon!)
- ๐ฅ 60+ new spawners for vanilla creatures
- ๐ Unique events like Blood Moon and Dverger Revenge
- ๐ New neutral monsters, complete with growth and behaviors
๐ Content Highlights
- New monsters or variants added across all biomes
- Enhanced monster AI and behaviors
- Expanded event configurations for immersive experiences
๐ซ Compatibility Notes
-
โ Incompatible with:
- Cultist Armor
- Old Furniture Mod
-
โ Recommended replacements:
- Arsenal Reborn
- Furniture Reborn
-
โ ๏ธ Dependency:
- Requires BalrondAmazingNature or BalrondAmazingNatureResource to function
๐ฌ Community & Support
- ๐ฌ Join our Discord: Balrond's Den
- โ Support the project: ko-fi.com/balrond1020
๐ Additional Details
- Supports translations via
.jsonfiles in the mod folder - Open to feedback and suggestionsโhelp shape future updates!
- This is a BETA mode release it may contain bug or errors
- This is an early minimal version a lot is yet to come
๐ Table of Contents
Browse the sections below for FAQs, changelogs, and prefab listings.
โ FAQ
Where do i find configs
There are no configs. There will be none. The mod is intendent to be played the way it is. If you want changes there are tools like WackyDB and Expand World that can edit most of stuff in the mod. If changes you require are beyond that then this mod might not be for your taste.
Does mod have server sync?
This mode does not require server sync to work at all. There is nothing to sync as there is no configs.
Are translations synced ?
Translation files are not sync they are only for local player usage.
I see a lot of [ tag_something_something ] !
Its either a bug with missing translations or you did not upload translations to your game. translations found in config folder under BalrondAmazingNature-translation default file is English.json. If you don't have this file . please re-download the mod and move the file to proper location.
How do i add translations?
translations found in config folder under BalrondAmazingNature-translation default file is English.json
Copy the default English.json rename it to Language supported by the game ex Polish.json and write your translations ex "tag_thswordsilver_bal_description":"Mรณj nowy wspaniaลy opis"
Can i translate other mods with this mod?
Yes you actually can ! If you add the name you see in brackets in game ex [ somename_something ] to the YourLanguage.json as "somename_something": "My translation" it will translate the other mod stuff as well as long as the mod is loaded after BalrondAmazingNature and the mod is present in plugins.
๐งพ Changelog
Update 0.1.0
- Base Mod
Update 0.1.1
- Neck Brute damage decrease
- Neck Brute new visual for spit attack
- New monsters
- Fixed feeding issue for taming
- added new spawn setting
- tweaked ocean spawning
- added new events
- Changes to drop rates from new monster
Update 0.1.2
- fix drops from monsters
- fix translation system
Update 0.1.3
- hotfix temporary turn off of Goblin skeleton to resolve issues
- added Russian translation file
๐งฌ Prefab ID
List:
- "Doe_bal",
- "NeckTadpole_bal",
- "PolarBear_bal",
- "Fenring_Brute_bal",
- "LostSoul_bal",
- "Bear_bal",
- "Bear_cub_bal",
- "Bloodling_bal",
- "DarkBat_bal",
- "goblin_skeleton_bal",
- "Greydwarf_Crusher_bal",
- "Greydwarf_Frozen_bal",
- "Greydwarf_Moss_bal",
- "Greydwarf_Scorched_bal",
- "GreylingBeeKeeper_bal",
- "GreylingElite_bal",
- "Hog_bal",
- "LeechPrimal_bal",
- "MossRoot_bal",
- "NeckBrute_bal",
- "Serpentling_bal",
- "Shark_bal",
- "StagGhost_bal",
- "Stag_bal",
- "TrollUndead_bal",
CHANGELOG
Balrond Monster Mayhem โ Changelog
Latest first | Current BETA: 1.1.40
Monster Mayhem is now an essential part of the Balrond Absolute Overhaul ecosystem. It has hard dependencies on Balrond Absolute Overhaul and Balrond Humanoid Randomizer. The BAO distribution also contains documentation for Monster Mayhem. This is a BETA build; new boss abilities, AnimalAI behavior and multiplayer interactions still require in-game validation.
1.1.40
- hotfix
1.1.39 โ BETA: Unified taming, creature AI, multiplayer fixes and new spawns
Unified taming, breeding and feeding
- Consolidated active taming and breeding around Valheim's native
TameableandProcreationcomponents.AnimalAIcreatures use a shared feeding/taming adapter;MonsterAIretains its native AI and food-consumption behavior. Removed the alternateAnimalAITamablegameplay/configuration branch; a deprecated, inactive serialization-compatibility marker remains pending a Unity prefab audit. - Reworked feeding for eligible
AnimalAIcreatures using BMM's shared diet definitions, while retaining species-specific food restrictions for Deer, Hare and Seal. Improved resolution of food prefabs that were unavailable during initial registration. - Fixed a multiplayer ownership edge case when an animal and a dropped food item belong to different network peers. Food consumption is requested from the item's authoritative owner and feeding is confirmed only after successful consumption, with duplicate-request and stale-response safeguards.
- Corrected feeding-from-container eligibility for creatures whose accepted food is defined by
MonsterAI.m_consumeItems; retained owner-authoritative item removal and ZDO/RPC checks. - Removed periodic Deer-only stalled-taming warnings from normal logs. Investigative taming information remains available through explicit developer diagnostics rather than repeated per-animal messages.
Tamed-creature stances and AI movement
- Unified the priority of Follow/Protect commands over BMM's autonomous food-seeking logic, so a valid movement command no longer remains suspended by an unreachable feeding target.
- Added guarded recovery for a tamed
AnimalAIthat makes no progress during Follow: an infrequent route retry after approximately 8 seconds without movement, without teleporting or changing ZDO ownership. NativeMonsterAInavigation is not replaced. - Improved command-state consistency across player/creature ownership changes, including compatibility with Stay, feeding and owner-authoritative command state; restored normal AI update frequency when an active Follow requires movement.
- Expanded the manual
mm_aireport with actual taming state, follow-commander identity, fear and feeding information. No new continuous debug spam is intended.
Boss behavior, multiplayer safety and performance
- Kept bosses on native Valheim targeting, aggression and chase behavior: BMM does not intentionally enable
huntPlayeroraggravatableon boss prefabs. Excluded bosses from generic BMM climbing and stuck-path recovery to avoid unintended movement assistance. - Adjusted damage and cast times of diffrent boss attacks
- Added diagnostic comparison of a live boss's
huntPlayerflag against its registered prefab, to assist investigation of unusually long chases (including reported Eikthyr behavior) without altering that flag. - Reduced unnecessary global attack/animation-hook work on non-boss creatures and avoided repeated writes of unchanged boss values to ZDO.
- Hardened multiplayer creature commander-state handling, door-sensor reuse/child-component detection and BAO climbing ownership arbitration; cleaned up disabled path-recovery state.
New creatures, world spawns and localization
- Added a rare daytime
CrabForest_bal(Forest Crab) natural spawn to Black Forest (10% chance, 700-second interval, maximum 2, group size 1, levels 1โ3). Reused its existing item-drop configuration. - Activated
SeekerDrone_bal(Seeker Drone) as a rarer Mistlands ground-creature variant (day/night; 10% chance, 600-second interval, maximum 2, group size 1, levels 1โ4). Its loot derives from the normal Seeker drop table without any trophy; the prefab's movement/flight AI was not changed. - Assigned localized character-name tags
$tag_crabforest_bal,$tag_seekerdrone_baland$tag_greydwarf_hag_bal. Added names in English, Polish, Czech, German, Russian and Spanish, without renaming prefab IDs. - Kept
Greydwarf_Hag_bal(Greydwarf Hag) as a prototype: name/localization only, with no new natural spawns or item drops. - Preserved the historical spawn Golden Master and existing rows while registering the new spawn entries separately.
1.1.37 โ BETA: Hotfixes
- Hotfixes
1.1.37 โ BETA: Taming, creature AI and boss combat
Taming and creature behavior
- Improved taming and stance support for creatures using
AnimalAI+Character, while preserving nativeMonsterAIbehavior. - Reworked tamed-animal Stay and Follow handling, including safeguards against persistent Fear/Alerted states; combat stances remain limited to capable creatures.
- Strengthened creature command ownership, multiplayer state handling and compatibility with feeding and juvenile behavior.
- Rebalanced Bjorn for early-game encounters: 555 base HP and adjusted bite, claw, swipe and slam damage. Shared attack-item changes are intentional.
Boss encounters and abilities
- Added seven distinct Boss Battle Curses, separate from Forsaken Power Curses: each triggers once at 50% HP, affects nearby players within 60 m, and lasts 20 seconds.
- Updated base boss HP to 1,000 / 4,000 / 8,000 / 10,000 / 15,000 / 20,000 / 30,000 (Eikthyr through Fader); expanded per-boss health and damage tuning without replacing existing scaling.
- Increased FrozenKing's final-phase HP to 35,000, leaving its phase transitions unchanged.
- Enhanced Eikthyr's three native attacks with stronger Lightning damage; added Poison to Elder's projectile attack and linked its stomp to the vanilla
troll_groundslam_aoeeffect. - Reworked Elder's scream and Yagluth's taunt as limited summoning abilities using vanilla Greydwarf-nest and Bone Pile spawners.
- Updated Queen and Fader native-attack availability to better follow the existing 75% / 50% / 25% HP phase progression.
- Improved editing of boss attack
ItemDropdata, including exact damage values and health gates; removed the redundant Boss Phase Events system and Elder shield.
Stability and diagnostics
- Improved
ObjectDB/ZNetSceneinitialization, native attack-item resolution, and owner-authoritative ZDO/RPC safeguards. - Extended
mm_diagandmm_aireports for boss attacks, projectile references, taming and stance troubleshooting; expanded source regression coverage. - Removed TrollMother ownership from Monster Mayhem; it is now handled by its standalone mod.
Verification: Source-level regression checks passed. C# compilation and in-game testing of the latest AnimalAI changes, boss ability triggers and multiplayer behavior remain necessary.
1.1.36 โ BETA: Boss phases, content registration and stabilization (through FIX15)
Boss encounters and Enrage
- Reworked HP-phase progression: 75% HP unlocks the first new attack and gives a 6-second Enrage; 50% HP unlocks additional authored attacks and repeats 6-second Enrage; 25% HP starts permanent Enrage.
- Introduced startup-registered
SE_BMM_BossEnrageBurstandSE_BMM_BossEnrage. Both use the authoredvfx_bmm_boss_enrageviaStatusEffect.m_startEffectsand follow/scale with the boss; no mid-fight status registration is intended. - Default Enrage damage bonus: +10%, synchronized; temporary and permanent bonuses do not stack. The final phase announces โBoss is now angryโ to nearby participants.
- Corrected Bonemass order: Globules at 75%, Sludge Fields at 50%.
- Added authored boss attack registries and guarded assignment to boss
Humanoidattack lists, respecting Valheim's native health-range AI gates. Missing assets are skipped instead of substituted. - Disabled pending assets:
BMM_Moder_GlacialStormColumns_Attack,BMM_Bonemass_DecayAura_Attack,BMM_SeekerQueen_AcidGround_Attack,BMM_Fader_SoulfirePressure_Attack. Fader gains no new authored attack until its asset is supplied. - Added host-only
mm_boss_testfor enabling a selected new attack without its HP gate for AI testing; normal target, animation, range and cooldown conditions remain active.
Registration and multiplayer safeguards
- Hardened
ObjectDB/ZNetScenelifecycle, item/prefab identity checks and re-registration afterObjectDB.CopyOtherDB; avoided replacing other mods' prefab instances on name collisions. - Added a registry for authored custom monster status assets (including
SE_Elder_heal_bal) and made their registration part of the startup lifecycle. - Updated boss phase/Enrage state synchronization using owner-written ZDO data and safeguards against duplicate application; reinforced related RPC validation and ownership checks in creature systems.
- Excluded the FrozenKing phase-prefab chain from Minor Mutations, without disabling progression-based boss mutations for other bosses.
- Added diagnostics for missing or incompatible boss assets. Newly authored special attack behavior and multiplayer visual timing still require runtime verification.
World spawns, monsters and loot
- Improved world-reload handling of spawn rules and reduced duplicate/ambiguous
SpawnDatawarnings, while retaining Golden Master/native row identity and persistent-event gates. - Corrected Troll and other
CharacterDropparity handling: disabled unwanted drops without removing native rows, and resolved conflicting Troll drop overrides. - Added the TrollMother_bal supplemental rare Mountains spawn and drop configuration. Its Heart remains an optional BAO asset dependency; the future Trophy is not an active drop until authored.
- Retained Deep North persistent-event safety and the separation between native AltBiome/PersistentEvent data and Monster Mayhem's global spawn rules.
Performance, diagnostics and project maintenance
- Reduced redundant player-list refreshes, tame-AI component checks, hunger/ownership checks and repeated spawn-list lookups in identified hot paths.
- Consolidated normal logging into short startup/status summaries; detailed AltBiome, Deep North, spawn, creature and boss audit output belongs to developer Debug/Verbose mode. Real warnings and errors remain visible.
- Preserved developer diagnostics, console commands and regression tests while removing 62 obsolete project artifacts (historical reports, patch notes, inactive legacy sources and stale DLLs) through the FIX15 cleanup manifest.
- Updated the project configuration and documentation for ServerSync, BAO ownership and the required Humanoid Randomizer integration.
Verification note: Static source and regression tests reported PASS for FIX15. This is not a claim that a Release DLL, boss VFX, new attack behavior or dedicated-server multiplayer has passed an in-game test.
Previous 1.1.x development milestones
1.1.12 โ Minor Mutations
- Added owner-authoritative per-instance natural mutations stored in ZDO: Robust, Ferocious, Swift and Resistant.
- Added configurable mutation chance, single-mutation limit, visual-only scale changes and compatibility exclusions.
- Boss mutations gated behind a previous boss kill; FrozenKing is excluded in the current 1.1.36 behavior.
1.1.11 โ Boss Combat Runtime
- Introduced nearby-player scaling, disengaged boss regeneration and reactive damage.
- Added configurable health and damage values, an authoritative runtime state and boss diagnostics.
1.1.9 โ Tamed creature stances
- Introduced capability-driven Roam, Stay, Follow, Guard and Protect commands.
- Separated movement, defensive retaliation and combat support behaviors.
1.1.8 โ Buildable Kvastur
- Added
Kvastur_balas an optional buildable decorative creature with synchronized tuning. - Kept vanilla prefab identity intact and limited Kvastur to non-breeding, non-hungry companion behavior.
1.1.1 โ Valheim 1.0 compatibility and diagnostics
- Improved native
SpawnSystempreservation, Deep North persistent-event compatibility, identity validation and server-synchronized subsystem toggles. - Added read-only developer reports and inspection commands.
1.1.0 โ Creature systems integration
- Consolidated creature-facing spawning, combat/resistances, drop handling and event ownership into Monster Mayhem for the BAO stack.
Earlier historical updates
The entries below retain the release history from the supplied original changelog, ordered newest to oldest. Exact dates and intermediate unlisted versions were not available in that source.
0.3.7
- Fix missing references issue
0.3.6
- Fixed for spawning system trouble ex To many Trolls in Black forest
- Added undead and serpent creature types
- Reworked creature VFX and SFX, removing missing references
- Removed duplicate outdated files
- Optimized code
0.3.5
- Minor bugfixes
- Spawn adjustments
- Added Bullfrog, Elk and Giant Bat
0.3.4
- Fixed Bullfrog issues
0.3.3
- Optimized load times
- Adjusted Black Forest spawns
- Visual fixes
- Optimized code
0.3.2
- Adjusted Swamp spawns
- Tweaked acid muscus behavior
- Visual fixes
0.3.1
- Fixed issue with freezing AI in place
- Code optimization fixes
- Improved compatibility with Expand Spawns/Events
- Adjusted spawners
- Deer and Hare removed from tame tables
0.3.0
- Fixed hatching bug
- Improved creature resistances and spawn rules
- Fixed other minor creature behavior issues
0.2.9
- General rework of taming/procreation
- Removed fish procreation
- Fixed creature food lists
- Fixed breeding eligibility issues
- Adjustments to spawn rates
- Improved code quality
0.2.8
- Hotfix fish procreation cooldown changes
0.2.7
- Hotfix compatibility for PetPantry and other mods
0.2.6
- Fixed a Hunger null-reference console error
0.2.5
- Fixed monster spawning during events
- Adjusted spawn rates
- Adjusted drop rates
- Added multiple new monsters
- Added multiple new spawners
- Adjusted taming for multiple new and vanilla creatures
- Adjusted breeding and hatching for new and vanilla creatures
- Added multiple eggs to creature drop tables
0.2.4
- Hotfix
0.2.3
- Console log fixes
- Removed an earlier custom bear implementation
- Adjusted loot table
- Adjusted events and boss fight changes
0.2.1
- Fixed intermittent LevelUp effect console errors
0.2.0
- Fixed ExpandSpawn errors
- Multiple small bugfixes on missing references
- Adjusted spawn rules to limit monster populations and gate progression behind boss kills
- Introduced Ambush events: short encounters involving 1โ4 creatures that can target players inside or outside a base
- Made Ambush events biome-specific and approximately 60 seconds long
- Historical note: users of Expand World/Expand Spawns sometimes needed to regenerate their spawn/event YAML files for these changes
0.1.9
- Fixed issue with goats
- Replaced the bear model
- Added fox cub
- Changed spawn rates of multiple monsters
- Adjusted loot drops
0.1.8
- Temporarily disabled Bloodling pending a fix
- Fixed issue with some monster not wanting to eat
0.1.7
- Restored base-only raid spawning
- Restored default raid duration
- Removed Abomination from Black Forest
- Historical note: users of Expand Spawns/Events sometimes needed to regenerate YAML files
0.1.6
- Translation fix
- Command name fix in description
- Added Spawner_"monsterName" objects
- Fixed minor spawn-data issues
0.1.5
- Fixed issue with Events not launching or bugging out
- Fixed issue with monster spawn
- Code optimization
- Fixed drops
- Disable Warthog
- Added Habrok to the Plains
- Strengthened vanilla Trolls and moved encounters to Mountains and Deep North
- Moved Troll Cave location rules to Mountains and Deep North (historical; BAO now owns world locations)
0.1.4
- Translation fixes
- Vfx fixes
- Goblin skeleton is back in swamps
- Historical note: users of Expand Spawns sometimes needed to regenerate its YAML
- Added Russian translation file
- Adjusted spawn rates
- Added drop limits
0.1.3
- Temporarily disabled Goblin Skeleton to resolve an issue
- Added Russian translation file
0.1.2
- Fixed drops from monsters
- Fixed translation system
0.1.1
- Reduced Neck Brute damage
- Added a new visual effect for the Neck Brute spit attack
- Added new monsters
- Fixed feeding issue for taming
- Added spawn settings
- Tweaked ocean spawning
- Added new events
- Adjusted loot drop rates for new monsters
0.1.0
- Initial mod release