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DeathRoulette
When a player dies, a random event fires for everyone. Server-side; players need nothing, admins use Server Devcommands for in-game control.
| Last updated | 2 days ago |
| Total downloads | 21 |
| Total rating | 0 |
| Categories | Mods Server-side AI Generated |
| Dependency string | Geckuss-DeathRoulette-1.2.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2350JereKuusela-Server_devcommands
Enables devcommands and utilities for server admins.
Preferred version: 1.113.0README
DeathRoulette
When a player dies on the server, a random event fires for everyone.
Server-side only. Players install nothing — install it on a dedicated server and every connected vanilla client sees the effects.
Built and verified against game build l-1.0.12 (network 40, world 41), BepInEx 5.4.23.5.
Source: https://github.com/Geckuss/valheim-deathroulette
How death is detected
Player.OnDeath() starts with:
if (!m_nview.IsOwner()) { Debug.Log("OnDeath call but not the owner"); return; }
A player's ZNetView is owned by that player's own client, so Player.OnDeath never runs on
a dedicated server. Patching it server-side compiles, loads, and silently does nothing.
What the server does see is the broadcast made from inside OnDeath():
m_nview.InvokeRPC(ZNetView.Everybody, "OnDeath"); // Everybody == 0
That is a routed RPC. ZRoutedRpc.RPC_RoutedRPC on the server passes anything addressed to
peer 0 through HandleRoutedRPC before relaying it to the remaining peers, so a postfix on
ZRoutedRpc.HandleRoutedRPC sees every player death, with the dying player's ZDOID in
RoutedRPCData.m_targetZDO. Name and position come off the ZDO (ZDOVars.s_playerName,
zdo.GetPosition()).
"OnDeath" is a generic RPC name, so the watcher also checks
zdo.GetPrefab() == "Player".GetStableHashCode().
What a server can do to vanilla clients
Everything in ServerActions drives RPCs the stock client already registers:
| Action | RPC | Registered in |
|---|---|---|
| Chat announcement (Shout, not distance-culled) | ChatMessage |
Chat |
| Status effect on a player | RPC_AddStatusEffect |
SEMan |
| Heal a player | RPC_Heal |
Character |
| Damage a player | RPC_Damage |
Character |
| Stagger a player | RPC_Stagger |
Character |
| Animation hit-stop | RPC_FreezeFrame |
Character |
| Make a player loud | RPC_AddNoise |
Character |
| Teleport a player | RPC_TeleportTo |
Character |
| Play a VFX/SFX prefab | SpawnObject |
ZNetScene |
| Start a real raid | SetEvent via RandEventSystem.SetRandomEventByName |
RandEventSystem |
| Skip to morning | EnvMan.SkipToMorning (sets net time) |
— |
| World state | ZoneSystem.SetGlobalKey |
— |
ZNet.IsDedicated() is a lie
In build l-1.0.12 it returns a hardcoded false, so it cannot be used to detect a dedicated
server. IsServer() returns the real m_isServer and is what everything here uses.
Sounds and visual effects do work server-side
ZNetScene.RPC_SpawnObject just calls Instantiate(prefab, pos, rot) with no owner guard, so
broadcasting SpawnObject makes every client render its own copy — which is exactly right
for non-networked VFX/SFX prefabs. So the server can play sounds and spawn effects without a
client mod. The limit is that it can only name assets the client already ships; custom
audio or VFX would still need a client-side mod, as would HUD text and screen shake.
The duplicate-spawn trap
The same broadcast is wrong for anything with a ZNetView: N players would each instantiate
their own creature, giving N copies with N ZDOs. ServerActions.SpawnCreature therefore
targets exactly one peer. ServerActions.PlayEffect broadcasts. Keep the two apart.
Per-ZDO RPCs are safe to broadcast
RPC_Heal, RPC_AddStatusEffect and RPC_AddNoise each begin with their own IsOwner()
check, so broadcasting to Everybody with a target ZDO lets the owning client act and every
other client no-op. That avoids having to resolve the owning peer. RPC_Stagger and
RPC_FreezeFrame are deliberately not owner-guarded — vanilla broadcasts them too, because
the animation should play on every client that can see the character.
Commands
Admins drive the mod from the in-game developer console, through
Server Devcommands
(a declared dependency; install it on the server and on the admin's client). Press F5 and
prefix commands with server so they run on the server, where the plugin lives:
server dr status # master switch, cooldown, who is online and where
server dr list # every event with its weight
server dr fire thunderclap # trigger one event
server dr roll # roll the table as if someone died
server dr fx <prefab> # audition any effect prefab
server dr stopraid # end the running raid
server dr reload # re-read the config file in place
server dr help # full list
Only players on the server's adminlist.txt can run these; Server Devcommands enforces that.
The command is registered as both deathroulette and the shorter dr.
Testing it
The death hook is confirmed working in production -- a real death on a live server produced
Thorkell died -> 'loud_grief' in the log. What is worth checking by hand is whether each
individual effect actually lands visibly, since several resolve names on the client that the
server cannot validate.
Without a client mod, dev/dr.sh drives the same commands over SSH (it writes the polled
command file directly), which needs no restart:
./dev/dr.sh list # every event with its weight
./dev/dr.sh status # master switch, cooldown, who is online and where
./dev/dr.sh fire thunderclap # trigger one event
./dev/dr.sh roll # roll the table as if someone died
./dev/dr.sh reload # re-read the config file in place
Stand in game, fire an event, and see whether anything happens. fire refuses when nobody is
online, because every effect needs a player to act on. A manual fire sets DeathContext.IsTest,
which makes events that normally act on "everyone except the corpse" act on everyone instead --
otherwise an admin testing alone is the stand-in victim, the survivor list is empty, and
blood_tax, second_wind, scatter and summon_mourners all decline with nothing to show.
Some events need two or more players online to show their real behaviour: summon_mourners
teleports a lone test firer to their own position, swap_places declines outright, and
grave_guardian can only prove that a spawn happens, not that it happens once (the duplicate
it guards against needs two peers). If an event announces but nothing visibly happens, the
effect name is wrong rather than the plumbing -- see Name accuracy.
dev/ holds personal deployment and testing scripts (deploy.sh, dr.sh, setup-libs.sh).
They are configured through environment variables (VALHEIM_SSH_HOST, VALHEIM_CONTAINER,
VALHEIM_BEPINEX, VALHEIM_PLUGIN_DIR, VALHEIM_DIR) and are not part of the published
package.
Why commands are a file and not chat
Chat was tried first and cannot work for this. Two independent reasons:
Chat.InputText does text = text[0] != '/' ? "say " + text : text.Substring(1) and then runs
the result as a local console command, so anything typed with a leading slash never leaves
the client.
Worse, chat never reaches a dedicated server when the admin is alone. Both Chat.SendText and
Talker.Say fan out one RPC per online player through
CheckPermissionsAndSendChatMessageRPCsAsync, each addressed to that player's own peer. And
InvokeRoutedRPC handles a message addressed to your own id locally while explicitly declining
to route it:
if (targetPeerID == m_id || targetPeerID == 0L) HandleRoutedRPC(data);
if (targetPeerID != m_id) RouteRPC(data); // own id -> never leaves the client
A dedicated server has no local player and never appears in the player list, so with one player online there is nobody else to address and nothing is sent at all.
So the server polls bepinex/deathroulette.cfg's directory for a deathroulette.cmd file once
a second (a timer check plus one File.Exists), runs each line, and writes the reply to
deathroulette.out. dr.sh wraps that over SSH.
Announcements
These go to MessageHud, the same place a raid announces itself, via the routed
ShowMessage RPC:
- Center -- the event's display name, in the big four-second crossfade banner. The "The ground is shaking" slot.
- TopLeft -- who died, and the flavour line. These queue rather than replace each other,
and each is written to the player's message log by
AddLog.
Death and effect are separate lines. The death fires on every death, before the enabled and cooldown checks, so deaths are still named when the roulette is off or cooling down.
Events return their flavour text rather than announcing it themselves, which keeps phrasing in one place; returning null is how an event declines and triggers a re-roll.
Chat cannot carry these, at all
An earlier version shouted announcements into chat and every one was silently discarded client-side, with nothing in the server log. Two independent gates:
// Chat.OnNewChatMessage -> RelationsManager.CheckPermissionAsync
if (!user.IsValid) { completedHandler(Error); return; } // not granted -> dropped
// Terminal.AddString
if (!ZNet.TryGetPlayerByPlatformUserID(user, out var playerInfo)) return; // dropped
string text2 = ...playerInfo.m_name... // a custom sender name is never used
A chat message must be attributed to a real connected player, and the displayed name comes from
the player list rather than from the UserInfo you send. A dedicated server is neither a player
nor a valid platform user. MessageHud.RPC_ShowMessage, by contrast, is just
ShowMessage((MessageType)type, text) -- no owner check, no permission check, no sender lookup,
and it runs the text through Localization.
The event table
34 events. Cut any of them by setting its weight to 0 in the config; no rebuild needed.
| Id | Flavour | Weight | What it does |
|---|---|---|---|
taunt |
Harmless | 9 | Odin passes comment. Nothing else. |
bossstone_omen |
Harmless | 7 | Boss-stone activation effect at everyone's feet. |
gjall_lament |
Harmless | 7 | A gjall's taunt echoes over every player. |
moment_of_silence |
Harmless | 7 | Everyone's animation hitches briefly. |
phantom_numbers |
Harmless | 6 | Floating text appears over every player. Cosmetic. |
forsaken_gift |
Kind | 7 | A random forsaken power (GP_*) for everyone. |
windfall |
Kind | 7 | Scatters a pile of materials on the ground at the corpse. |
second_wind |
Kind | 6 | Survivors healed to full. |
rested |
Kind | 4 | Rested buff for everyone. |
dawn_mercy |
Kind | 4 | Time skips to the next morning. |
revealed_path |
Kind | 4 | Pins the nearest landmark on each map, faces them to it. |
gods_relent |
Kind | 4 | Ends the raid currently running. Declines if none. |
feather_fall |
Kind | 4 | Slow Fall on everyone: no fall damage for a while. |
adrenaline_rush |
Kind | 4 | A surge of adrenaline for everyone. |
mistveil |
Kind | 3 | Demister on everyone: the mist parts. |
sheltered |
Kind | 3 | Shelter and Campfire comfort on everyone. |
thunderclap |
Mean | 7 | Lightning strikes every player for a little damage. |
shared_pain |
Mean | 5 | Random harmful status on everyone. |
blood_tax |
Mean | 5 | Survivors lose up to 25% of current health. Never lethal. |
stagger_all |
Mean | 5 | Everyone staggered, brief loss of control. |
loud_grief |
Mean | 4 | Everyone becomes loud, attracting creatures. |
deep_chill |
Mean | 4 | Cold and Freezing on everyone. |
tar_soaked |
Mean | 4 | Tared and Slimed on everyone: slow and clumsy. |
pyre |
Mean | 4 | Burning plus fire damage on everyone. |
plague |
Mean | 4 | Poison plus poison damage on everyone. |
soaked |
Mean | 3 | Everyone gets Wet. |
smoked_out |
Mean | 3 | Smoked on everyone: no resting until it clears. |
raid |
Brutal | 10 | A real raid: music, banner, spawners. Gated by default. |
summon_mourners |
Brutal | 5 | Survivors teleported to the corpse, wherever it is. |
swarm |
Brutal | 5 | A handful of small creatures spawned on the corpse. |
scatter |
Brutal | 4 | Survivors thrown 20-60m in a random direction. |
grave_guardian |
Brutal | 4 | One creature spawned to guard the corpse. |
swap_places |
Brutal | 3 | Two random players trade positions. Needs two online. |
pilgrimage |
Brutal | 1 | Everyone sent to the last defeated boss's altar, boss woken. |
Two safety rails: blood_tax and thunderclap read ZDOVars.s_health and cap damage at a
fraction of current health, so a rolled event can never itself be lethal and recurse; and a
global cooldown (default 30s) stops a party wipe firing five raids at once.
Events that cannot apply — nobody else online for second_wind, no raid running for
gods_relent, no boss defeated yet for pilgrimage — return null and are re-rolled rather
than wasting the death.
Progression gating
The raid event has two modes, chosen by [Raids] UseVanillaGating (default on):
- Gated (default). The mod asks vanilla which raids are valid right now and where, so progression (global keys), biome and base checks all apply -- a Meadows base never gets an Ashlands raid.
- Ungated.
RandEventSystem.SetRandomEventByNamesets the event directly and does not run those checks, so anything in[Raids] Poolfires regardless of progress. Use this for chaos.
Boss summons (boss_*, hildirboss1..3) are never offered by the raid event: vanilla marks
them m_random = false and the gating honours that. The pilgrimage event summons a boss
deliberately, and only the last one the world has already defeated.
Name accuracy
Three name pools are resolved at different places, which matters when tuning:
- Raid names are defined in game prefabs, which vary by world and version.
[Raids] Poolis left empty by default, meaning "whatever vanilla currently permits", which is the simplest correct setting with gating on. To pin a specific list, read the world's real names off the running server (logged on startup byStartupPatch) and set them in config, not code. - Effect prefabs are resolved by the client's
ZNetScene. 1892 real names extracted from the build's asset manifest are in reference/effect-prefab-names.txt; the ones used here were taken from that list. - Status effects are resolved by the client's
ObjectDB, which the server has no copy of, so a wrong name fails silently with no log. TheGP_*powers were verified against the manifest; the vanilla status names used here (Burning,Frost,Poison,Wet,Smoked,Rested,Cold,Freezing,Tared,Slimed,SlowFall,Demister,Shelter,CampFire) are long-standing but not statically verified. Confirm them in play.
Layout
src/Plugin.cs BepInEx entry point, config, command-file poll
src/DeathWatcher.cs Harmony patch that detects death server-side
src/ServerActions.cs server -> vanilla client primitives
src/RouletteEvents.cs the weighted event table
src/StartupPatch.cs logs the world's real raid names on start
src/Announce.cs the two announcements (who died, what fired)
src/CommandFile.cs polled admin command channel (SSH/file)
src/ConsoleCommands.cs 'dr' developer-console command (via Server Devcommands)
src/EffectSpec.cs effect-prefab layering parser
lib/ reference assemblies (game + BepInEx), not redistributed
reference/ effect prefab names extracted from the build
dev/ personal deploy/test scripts, not part of the package
Build
dotnet build -c Release
netstandard2.1, matching BepInEx 5 on Unity Mono. No assembly publicizer needed:
ZRoutedRpc.RoutedRPCData is public, and Harmony patches private methods by name.
The build needs the reference assemblies in lib/, which are copyrighted game and BepInEx
binaries and are gitignored rather than committed. Populate them from a local install and your
server with dev/setup-libs.sh (see the script for the env vars it reads).
Install
Drop DeathRoulette.dll into your dedicated server's
BepInEx/plugins/ directory and restart. Clients need nothing. On Thunderstore/Hexium the
package installs into BepInEx/plugins/Geckuss-DeathRoulette/.
dev/deploy.sh automates the build-ship-restart loop for a dockerised server; it is env-var
driven (VALHEIM_SSH_HOST, VALHEIM_CONTAINER, VALHEIM_PLUGIN_DIR) and --force skips the
check that refuses to restart while players are connected. A restart kicks everyone online.
Config
BepInEx/config/geckuss.deathroulette.cfg, generated on first run.
[General] — Enabled, AnnounceDeaths, AnnounceEffects, CooldownSeconds (default 30),
VerboseLogging (logs every death and roll).
[Weights] — one entry per event id, described and defaulted as in the table above. 0
disables.
[Raids] — UseVanillaGating (default on), Pool (empty by default; see Name accuracy).
[Effects] — override the prefab lists for Thunderclap, AncientOmen, Lament, and the
ThunderclapDamage. Effects layer with + (played together) and vary with | (one picked at
random).
[Events] — PilgrimageSummonsBoss (default on): turn off to keep the mass teleport without
respawning the boss.