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QuietNights
Stops boss kills from sending fulings, seekers and charred into other biomes at night. They still spawn at home. Configurable per creature, set on the server and followed by every client.
| Last updated | 2 weeks ago |
| Total downloads | 192 |
| Total rating | 1 |
| Categories | Tweaks Server-side Client-side |
| Dependency string | Mushroom_Vikings-QuietNights-0.1.0 |
| 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: 5.4.2350Mushroom_Vikings-MushroomSync
Shared server-authoritative config sync used by the other Mushroom mods. No gameplay of its own. Required by Combat Adjustments, Craftable Spawners, Haldor Expansion and Random Yggdrasil.
Preferred version: 1.0.0README
Quiet Nights
Killing a boss in Valheim does more than unlock the next biome: it switches on extra creature spawns at night in the biomes you already cleared. Quiet Nights turns those off for fulings, seekers and the charred, so a long-lived server's starting areas do not get steadily more hostile as the group progresses.
Only away from home. Fulings still roam the Plains, seekers the Mistlands and charred the Ashlands exactly as before, day and night. What stops is those creatures arriving after dark in biomes you had already made safe, because someone killed a boss.
Raids and the fixed spawners in camps and dungeons are not touched. How it works, and why it is built the way it is, is in docs/DESIGN.md.
Installing
Needs Mushroom Sync. Install both on every client and on the dedicated server.
Every client matters more than usual here. Valheim rolls a zone's spawns on the client that owns the zone, not on the dedicated server, so a player without the mod still spawns the vanilla night creatures for everyone near them.
Configuration
Settings are read from the server's BepInEx/config/mushroom.quietnights.cfg
and followed by connected clients; a client's own file is left untouched.
| Setting | Default | |
|---|---|---|
General.Enabled |
true |
Master switch. Off means vanilla spawns |
Rules.Creatures |
Goblin*:Plains, Seeker*:Mistlands, Charred*:AshLands |
Prefab:HomeBiome pairs. A trailing * matches a family of prefabs; join several home biomes with + |
Rules.BossKeys |
defeated_* |
Which global keys count as a boss kill. Only spawns that require one of these are touched |
Changes apply live, without a restart or a relog. Creatures already in the world are left alone; night spawns walk off at dawn on their own.
Seeing what it does
quietnights dump
in the F5 console (no devcommands needed) writes every boss-gated spawn entry,
and what Quiet Nights does to each, to BepInEx/config/QuietNights.dump.txt.
Use it to find the real prefab name of a creature you want to add, and to check
a rule catches what you meant: suppressed entries are marked APPLIED.
Building
dotnet build -c Release
See docs/devops.md if the game is not where the Steam registry says it is.