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DeathRoulette

When a player dies, a random event fires for everyone. Server-side only, clients install nothing.

Date uploaded a month ago
Version 1.0.0
Download link Geckuss-DeathRoulette-1.0.0.zip
Downloads 30
Dependency string Geckuss-DeathRoulette-1.0.0

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2350 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2350
JereKuusela-Server_devcommands-1.113.0 icon
JereKuusela-Server_devcommands

Enables devcommands and utilities for server admins.

Preferred version: 1.113.0

README

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.

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.

Use dev/dr.sh, which needs no client mod and 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.SetRandomEventByName sets the event directly and does not run those checks, so anything in [Raids] Pool fires 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] Pool is 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 by StartupPatch) 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. The GP_* 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
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.

CHANGELOG

Changelog

1.6.0

  • Packaging: manifest.json lists the Server_devcommands dependency again, so a fresh install from Thunderstore or Hexium brings the in-game admin console the package description and the README both promise.
  • Packaging: dropped the stray UTF-8 BOMs from manifest.json, thunderstore.toml, DeathRoulette.csproj and src/Plugin.cs. A BOM in the manifest breaks the JSON parse on upload.
  • New publish.ps1: builds the upload zip and pushes it to Thunderstore and Hexium with the official tcli CLI, reading the API tokens from the gitignored apikeys file. Run ./publish.ps1 after bumping the four version fields.

1.5.0

  • The death announcement now names the cause when the server can see it. A dedicated server only ever executes server-owned damage (falling trees and rocks, carts, ballistae/turrets, creature projectiles, environment AOEs), which all flow through Character.Damage -- a new DeathCause Harmony prefix records the last such hit per player and the death line becomes e.g. "X has died — crushed by a falling tree" or "X has died — killed by a Fuling". Most causes (melee hits, falls, DoTs) are computed on the victim's own client and stay generic. Tunable with DeathCauseWindowSeconds (default 5; 0 disables cause attribution).
  • New CountdownSeconds config (default 3): the rolled effect no longer fires instantly. The death is announced, the raid-banner slot walks down 3, 2, 1, and only then the event fires and announces itself. Set it to 0 for the old instant behaviour. The countdown only runs when AnnounceEffects is on, since the countdown is the effect's reveal.

1.4.0

  • Removed the lead_feet event.

  • Removed the smoked_out event.

  • Removed the skewered event.

  • pilgrimage now remembers where everyone stood, watches the summoned boss, ends the stuck boss-event music the moment the boss dies (vanilla never clears it for a bare spawned boss), and teleports everyone back home 20 seconds after the kill.

  • Removed the sheltered event: its Shelter/CampFire status names do not resolve on a stock client, so the event announced but did nothing.

  • Removed the shamans_grace event: vanilla's SE_Greydwarf_shaman_heal only heals non-player creatures, so a player-targeted "heal aura" did nothing.

  • magic_barrier and shaman_shield no longer sustain their status effects: each is applied once and lasts the vanilla default baked into the client asset.

  • Removed the moment_of_silence event: its release-form RPC_FreezeFrame does not hitch animations on a stock client, so the event announced but did nothing.

  • Removed the royalty event.

  • Removed the shared_pain event: a random harmful status effect, redundant with the dedicated status events (pyre, deep_chill, slimed, tar_soaked, etc.).

  • Fixed the adrenaline event's stamina-regen buff, which silently no-oped since the 1.0.7 mead rework: the Effects/AdrenalineBuff default (and code fallback) is now Potion_stamina_medium. Existing configs keep the stale StaminaMedium value -- reset that one key to pick up the fix.

  • New events using status-effect names verified against a 1.0.7 ObjectDB:

    • Kind: fenris_blessing (5 min), berserk_fury (45 s), hold_lessons (2 min), giants_strength (5 min), witches_brews (5 min), wolf_sight (5 min).
    • Mean: seasick (20 s), rooted (12 s).
    • Harmless: buried_luck (3 min), dvergr_ally (90 s).
  • New events round two: Kind lightfoot (5 min), mage_luck (3 min), set_bonus (5 min, random set effect); Mean troll_love (2 min); Harmless fishing_knot (3 min).

  • New events round three: Kind magic_barrier (90 s, staff shield) and shaman_shield (60 s, fuling shaman heal aura). Slimed is already covered by tar_soaked.

  • New event maddened: neutral and tamed creatures near every player turn hostile, using the same server-authoritative BaseAI.AggravateAllInArea path as the vanilla aggravate console command. Aggravation is normally permanent in vanilla, so the event now tracks the affected creatures and clears the flag again after 60 s (CalmCreatures), so animal pens recover.

  • New event animal_friends: tames up to 4 untouched tameables (boar, wolf, lox, hen) near every player using the vanilla completion path MonsterAI.MakeTame() (public Character.SetTamed → RPC_SetTamed, server-as-owner writes s_tamed).

  • tar_soaked now applies only Tared; Slimed is its own event (slimed, 20 s) so the two can be tuned independently.

  • loud_grief is substantially meaner and fully configurable under [Events]:

    • Lasts 60 s by default instead of 20 (LoudGriefDuration, 0 disables the noise).
    • Makes everyone genuinely loud through the client's real noise pipeline (RPC_AddNoise → Character.m_noiseRange / its s_noise ZDO), which creature AI hears out to their alert range through walls, instead of a cosmetic ping.
    • Wakes and aggros every live creature within LoudGriefNoisePower metres of each player every few seconds via public BaseAI.Alert(), so anything nearby stops idling and hunts. Tamed animals and players are spared.
    • Optionally spawns LoudGriefSpawnCount (default 2) of LoudGriefSpawnPrefab (default Greyling) next to every player, so a quiet biome still gets something.
  • New AttractCreatures helper in ServerActions (server-authoritative wake + aggro within a radius), powering the louder loud_grief.

  • Fixed revealed_path handing every player copies of the nearest landmark: vanilla FindClosestLocation returns the same instance to everyone standing near it, so several players could all be pointed at one cave. Each player now gets a different instance of the chosen landmark while any remain, reusing one only when the world has none left.

  • hold_lessons now applies the SoftDeath buff exactly once instead of re-applying it every two seconds for two minutes: the buff's own duration is ten minutes, so the refresh loop was pointless.

  • witches_brews now picks a brew per player and never hands a player the same resistance mead twice in a row (status effects are client-side, so this is the server's best proxy for "a potion you do not already have"). It also applies once instead of refreshing for five minutes.

  • The seven armour sets are now separate, callable events -- fenris_blessing, berserk_fury, wolf_set, root_set, troll_set, lox_set, harvester_set -- all shipped disabled (weight 0) so they never roll on their own, but each can be fired directly with server dr fire <id>. Armour Fitting (set_bonus) now hands everyone one of the seven at random (45 seconds for the berserker set, five minutes for the rest). Existing configs keep their old fenris_blessing/berserk_fury weights -- zero them in [Weights] to take them out of the roulette pool too.

  • witches_brews is now the single potion event: its pool is every potion the mod uses (the three resistance brews plus lightfoot mead, eitr mead, troll pheromones and the stamina mead), keeping the per-player "not the same drink twice in a row" rule. The standalone potion events -- lightfoot, mage_luck, troll_love -- ship disabled (weight 0) like the armour sets, so they can still be fired directly with server dr fire <id> but never roll on their own. lightfoot now hands the mead out once and lets it run its full ten minutes instead of a five-minute sustain loop. Existing configs keep the old lightfoot/mage_luck/troll_love weights -- zero them in [Weights] to take them out of the roulette pool too.

  • buried_luck and fishing_knot apply their buff once and accept it lasts until death: vanilla has no server-side way to expire a status whose asset carries no duration (RPC_AddStatusEffect carries only item level/skill level, and neither Wishbone nor SetEffect_FishingHat defines a TTL), so the old re-apply loop just leaked a permanent buff. Descriptions now say so instead of promising "three minutes".

1.3.0

  • New event dusk_mercy: time skips to the next nightfall, mirroring dawn_mercy for the morning. No vanilla SkipToNight exists, so it replicates EnvMan's smoothed fast-forward by setting the private skip fields to the day-fraction where IsNight turns true.
  • New event riktig_fuling: a band of Goblin_Gem (the genuine, undressed Fulings) spawns on the corpse. Spawns 2-4 like the swarm event, but these are full goblins.
  • New event fog_of_war: the map (minimap and full) is hidden from everyone for five minutes via the vanilla NoMap global key, which every client honours and gets re-synced to in real time.
  • New event no_escape: portals refuse to work for five minutes via the vanilla NoPortals global key; TeleportWorld.Teleport blocks with the stock "$msg_blocked" message and the key is removed again after the timer.

1.2.0

  • Status-effect events now last a set time instead of a vanilla-baked instant. The server cannot set a status duration directly (the RPC has no duration and the TTL lives in the client asset), so these are sustained by re-applying on a short cadence: Feather Fall and Mistveil 5 min; Sheltered, Smoked Out and Deep Chill 3 min; Tar-Soaked, Pyre and Plague 20 s.
  • Damage-over-time events (Deep Chill, Pyre, Plague) now deal a small, health-capped tick each interval, since environmental damage from a server-named status does not reliably apply.
  • Loud Grief now sustains the noise for 20 seconds so it actually draws creatures in.
  • Adrenaline reworked: full-ish heal plus a stamina-regen buff (configurable) plus Ashlands adrenaline, so it does something noticeable pre-Ashlands.
  • New event corpse_run: ten seconds after a real death, the fallen player is pulled back to their grave.
  • Raised weights for Scatter, Swarm and Grave Guardian.

1.1.0

  • Added in-game admin commands through the developer console. With Server Devcommands (now a dependency) installed on the server and admin client, run server dr <command> from the F5 console: list, status, fire <id>, roll, fx <prefab>, stopraid, reload, help. Admin-only, enforced by Server Devcommands and the server adminlist.
  • The roulette no longer fires the same event twice in a row when an alternative exists.
  • Cold Rain now applies Wet + Cold with a water-splash effect, instead of a bare Wet debuff.
  • Fixed Lament and Ancient Omen, which were silent: they used prefabs that render as nothing under a bare server spawn. Lament now layers sfx_gjall_alerted + sfx_gjall_idle_vocals; Ancient Omen uses sfx_frostfoundry_activate.

1.0.0

First public release.

When a player dies on a dedicated server, a random event fires for everyone connected. The mod is server-side only: clients run stock Valheim and install nothing.

  • 34 weighted events across four flavours (Harmless, Kind, Mean, Brutal), each independently weighted and disableable in config without a rebuild.
  • Death detection via a Harmony postfix on ZRoutedRpc.HandleRoutedRPC, which is the only place a dedicated server sees a player death.
  • Announcements through MessageHud (the raid-banner channel), since chat cannot carry server-originated messages to clients.
  • Two safety rails: self-inflicted damage is capped below lethal, and a global cooldown stops a party wipe firing multiple raids at once.
  • Raids are progression-gated by default, honouring vanilla's global-key, biome and base checks.
  • Configurable effect prefab lists, thunderclap damage, raid pool/gating, and pilgrimage boss summoning.
  • Admin command channel via a polled command file for live testing without a restart.