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TaegukGaming-BiomeLords-0.6.13 icon

BiomeLords

Adds a boss-tier Lord to every biome, summoned with the Lord's Horn after you've proven yourself a hunter. Defeat them for Forsaken Powers, and keep their trophies for permanent blessings.

Date uploaded a week ago
Version 0.6.13
Download link TaegukGaming-BiomeLords-0.6.13.zip
Downloads 475
Dependency string TaegukGaming-BiomeLords-0.6.13

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2333 icon
denikson-BepInExPack_Valheim

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

Preferred version: 5.4.2333
ValheimModding-Jotunn-2.30.1 icon
ValheimModding-Jotunn

Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.

Preferred version: 2.30.1

README

BiomeLords

Every biome hides a Lord — a towering, named version of one of its creatures, waiting for a worthy hunter to call it out.

What this mod adds

  • One Lord per biome. Meadows, Black Forest, Swamp, Mountain, Plains, Mistlands, Ashlands, and the Deep North each have their own Lord, scaled up and far tougher than anything else that biome throws at you.
  • A relic that summons them. Craft the Lord's Horn, hunt enough of that biome's regular creatures to prove yourself, then use the Horn at night in that biome to call the Lord out.
  • A trophy worth keeping. Defeat a Lord and it drops a unique trophy. Mount it on a Lord's Pedestal to receive that Lord's Blessing — a permanent passive perk for as long as the trophy stays on display.
  • A power you carry into battle. Landing the killing blow on a Lord also grants its Forsaken Power, usable like any other Forsaken Power from a fallen boss.
  • A fight that grows with you. Lords scale up in toughness based on how many Lords you've already defeated, so even an early-game Lord can still be a real fight for a veteran — without one-shotting a newcomer.
  • A storage window you can put where you want. Click and drag any open chest window anywhere on screen; where you drop it is remembered between sessions. Configurable numerically too, per player.

Why hunt them

Each Lord offers its own flavor of reward — some make daily life easier (better fishing, longer-lasting food, faster crops, bonus crafting output), some make you tougher to fight (less weight, more carrying capacity), and their Forsaken Powers each open up a different way to turn the tide of a fight. Full details on where to find each Lord, what their Blessings and Powers do, and how the scaling works are in the Wiki.

Getting started

  1. Craft a Lord's Horn.
  2. Go hunt the regular creatures of a biome until you've proven yourself.
  3. Return to that biome at night and use the Horn.
  4. Survive the fight, claim the trophy and the Power, and bring the trophy home to a Lord's Pedestal.

See the Wiki for the full hunter's guide.


Compatibility

BiomeLords is built entirely from vanilla Valheim assets — every Lord, item, and effect is a cloned/retinted vanilla prefab, with no custom models or asset bundles. This keeps the footprint small and avoids clashing with most other mods.

Known interactions with other mods:

  • ComfyQuickSlots — fully compatible as of v0.6.1, with a further fix in v0.6.7. ComfyQuickSlots expands the player inventory by a 5th row for armor + quickslot bindings; BiomeLords' Featherweight blessing (Fallen Valkyrie Lord) detects that layout and adapts its own extra-row math around it. Before 0.6.1, having both mods installed could crash on opening the inventory, spill equipped armor into a crate when switching blessings, or lose Featherweight's extra-row items on logout. Before 0.6.7, ComfyQuickSlots' own "find a free slot" routine only looked at the first five rows, so with both mods installed the Featherweight rows showed up and took hand-dragged items but auto-pickup, manual pickup and crafting output all reported "inventory full" — all fixed.
  • Chest/storage window placement — as of v0.6.5 this is no longer tied to mod detection at all. The window sits wherever you drag it (or wherever the UI.StorageUiOffsetColumns / StorageUiOffsetRows settings put it), and behaves identically with or without ComfyQuickSlots installed. Those two settings are local to each player and are never overwritten by a server.
  • Shudnal ExtraSlots and AzuExtendedPlayerInventory — as of v0.6.2, detected automatically. Both of these mods grow the player inventory and manage that space themselves, so Featherweight no longer tries to add its own rows (or resize the inventory window) when either is installed — you still get the blessing's raised carry-weight cap, just without the extra-row buff, since these mods already provide extra slots of their own.
  • Other inventory/UI mods that resize, rename, or otherwise hook the player inventory grid haven't all been tested. If you find a conflict, please open an issue with your modlist and the error log (LogOutput.log) so it can be diagnosed.
  • Server-authoritative config — BiomeLords requires every client to have the mod (EveryoneMustHaveMod) and matching major.minor version; admin-set config values are pushed from the server to clients automatically. The one exception is the UI section (storage window placement), which is deliberately client-side so each player keeps their own layout.
  • Keep a server and its players on the same version. Because only major.minor is enforced, two different 0.6.x builds can connect to each other — but a release that adds a creature or item leaves older clients unable to see it. A player still on 0.6.9 joining a 0.6.10 server, for example, cannot see the Neck Lord's summons at all.

Disclaimer

This mod is created using AI. No other mods were copied during the process. All feature ideas come from the uploader and are mainly to cater the needs of the TaegukGaming community server. If any features or ideas look similar to other mods, these are not intentional.

This mod is free to use as is. Voluntary support is appreciated.


Source / issues / wiki: https://github.com/yesu0725/BiomeLords

CHANGELOG

Changelog

0.6.15

Maintenance release.

  • No gameplay changes — Lords, Blessings, Forsaken Powers and config all behave exactly as in 0.6.14. This release updates the developer documentation and the build setup only. Updating is optional, and 0.6.14 and 0.6.15 players can share a server.

0.6.14

Bug fix for Valheim 1.0's purchasable inventory rows.

  • Featherweight now works alongside the inventory rows Haldor sells. Valheim 1.0 lets you buy extra inventory rows from Haldor, and on every login (and every purchase) the game resets your inventory to exactly the rows you've bought and throws anything beyond them on the ground. That collided with Featherweight's two extra rows in three ways: everything stored in the Featherweight rows was dumped on the floor at your feet each time you logged in or bought a row; if you'd bought rows from Haldor and were on any other Blessing, BiomeLords shrank your inventory back to four rows on login and crated the items in the rows you'd paid for; and with Featherweight active the bought rows and the Blessing rows overlapped, so you didn't get both. All three are fixed. Your bought rows are now the baseline and Featherweight's rows stack below them, so with two rows bought you have 4 + 2 + 2 = 8. Buying a row while blessed simply grows the grid by one — nothing moves and nothing is dropped. Switching Blessings still crates only the Featherweight rows, never the ones you bought.
  • The inventory window is sized by the game's own row-count routine, so bought rows and Featherweight rows are framed identically and the panel no longer double-counts the rows you bought.

0.6.13

The Deep North, and configuration.

  • A Lord for the Deep North: the Gammeltroll Lord. Valheim 1.0's final biome gets its own Lord — a 1.3× glacial Gammeltroll with 47,000 base health (Kall Fimbulbringer's three forms combined) and the frost troll's 220-damage swing. Prove yourself on 20 Gammeltrolls, Barka or Bjorn, then use the Horn at night in the Deep North. Three times in the fight it petrifies: rooted, frozen mid-pose, grey as stone, shrugging off 90% of everything you throw at it — except pickaxes, which bite as hard as ever. When the shell breaks it shatters in a frost burst that hurls you back and sheds a pair of Tiny Pulp; after the third shatter it enters Fimbul Fury. Drops its trophy plus Bjorn Hide, Barka Branch, Dead Pulp and Frozen Fuel.
  • New Blessing — Fimbul Hide. Deep snow no longer slows you, and in the Deep North every building piece within 30 m of you sheds its snow buildup, so heavy snow never crushes a roof while you're home. Radius is configurable.
  • New Forsaken Power — Petrify. Turn to stone for 6 s: −75% damage of every kind, stagger-immune, slowed. When it ends, the shell shatters for 80 frost damage and heavy knockback to everything hostile within 8 m. Duration, radius and damage are configurable.
  • Tier 8. The difficulty ladder now runs to the Deep North, so defeating the Gammeltroll Lord raises every lower Lord and vanilla boss to tier 8 the same way the Fallen Valkyrie Lord raised them to 7.
  • Set each Lord's health directly. A new LordStats.BaseHealth config section has one entry per Lord, defaulting to the biome boss's health the Lord was matched to (Neck Lord 500 … Fallen Valkyrie Lord 25000). Change it and the automatic tier scaling and HealthMultiplier build on your number instead. Admin-only and server-synced like the rest.
  • Blessing and Forsaken Power descriptions now show your server's actual settings. The compendium and hover text used to quote the built-in defaults — "carry up to 1000", "+2 inventory rows", "+100% longer", "20 m", "20-minute Rested" — no matter what an admin had configured. Every number in those descriptions is now read live from the config, so Featherweight's weight cap and extra rows, Hearth Master's food bonus, Refiner's Touch and Fisher's Boon chances, and Valkyrie's Rally radius and Rested duration always match what the server is running. Fisher's Boon and Refiner's Touch now state their chance instead of just "a chance".
  • Lord's Horn crafting clarified. The Horn requires a Workbench of level 1 or higher — it was never locked to a level-1 bench, but the recipe now says so explicitly in code. No change in play.

0.6.12

Bug fix.

  • The chest/storage window can be dragged to the bottom of the screen again. It could only be moved around the upper part of the screen — drag it lower and it crept back up as you dragged. The window was being kept inside the wrong rectangle, and it was re-checked on every frame of the drag, so it was pushed back faster than you could pull it down. It is now checked against the actual screen, and only once you let go, so the window goes where you put it and only gets nudged if you genuinely drop it off the edge. If you run Lost Scrolls II as well, this is the same window its companion inventory uses — BiomeLords owns that window's position when both mods are installed, so this fixes the companion inventory too.

Now requires Jotunn 2.30.1 or newer. Jotunn 2.30 is the release that was updated for Valheim 1.0, and it brings BiomeLords' admin console commands back. Thunderstore installs it for you; if you manage mods by hand, update Jotunn alongside this release.

0.6.11

Valheim 1.0 compatibility.

  • The mod works again on Valheim 1.0. The 1.0 update changed a number of the game's own methods that BiomeLords hooks into, and the mod was still built against the pre-1.0 game. Four of its hooks could no longer find what they were attaching to and switched themselves off, and several others threw errors every frame — the pedestal ceremony and blessing hover text, the Lord's Horn tooltip, the Featherweight extra rows for crafting output, and the Forsaken Power on-screen messages all stopped working, with errors spamming the log on every respawn. All of it is rebuilt against 1.0 and working again.
  • Lord's Pedestals read their mounted trophy correctly again. 1.0 changed item stands to store the mounted item as an id rather than a name, which broke the pedestal's trophy lookup — blessings, charge counts and the mount ceremony all keyed off it. Existing pedestals with trophies already mounted are unaffected and pick up where they left off.

Update Jotunn as well. Jotunn 2.29.2 cannot register console commands on Valheim 1.0 — that is a Jotunn limitation, not a BiomeLords one, and it affects every mod that uses it. Until Jotunn ships a 1.0-compatible release, BiomeLords' admin console commands are unavailable. Everything else in the mod works.

0.6.10

Multiplayer fix.

  • The Neck Lord's summons keep their behaviour in multiplayer. In 0.6.9 the summons were ordinary Necks adjusted the moment they spawned, and those adjustments only existed on the machine that spawned them — so when a summon's ownership passed to another player mid-fight (which happens routinely as people move around), it quietly reverted to fleeing fire. The Lord now summons a proper creature of its own that carries both traits itself, so they hold no matter who ends up in charge of it, and they survive a zone reload or a relog. It still looks and behaves exactly like a Neck otherwise, and killing one gives no Lord credit.

Everyone on a server should update together. This release adds a new creature, and a player still on 0.6.9 will not be able to see the Lord's summons.

0.6.9

Neck Lord tuning.

  • The Necks the Neck Lord summons are no longer afraid of fire either. 0.6.8 freed the Lord itself; its Tide Caller summons were still ordinary Necks and would still scatter from a torch or campfire, which made a lit arena trivial to hold. They now hold their ground the way the Lord does. Necks elsewhere in the world are unchanged — only the ones the Lord calls up.
  • Summoned Necks arrive already hunting you. They used to spawn idle and drift until they happened to notice a player. They now spawn alert and lock straight onto whoever the Lord is fighting, and they'll keep coming rather than losing interest when you break line of sight.

0.6.8

Bug fix.

  • The Neck Lord no longer runs from fire. It inherited the ordinary Neck's fear of flame, so a torch, campfire or firepit would send it fleeing and make it forget who it was fighting — you could hold a boss off with a torch. The Lord now ignores fire entirely and will walk straight through a lit base to reach you. It takes fire damage the same as before; only the panic is gone.

0.6.7

Bug fix.

  • Fixed Featherweight's extra rows still not accepting picked-up items when ComfyQuickSlots is installed. ComfyQuickSlots replaces Valheim's "find me a free slot" routine with its own, and that routine only ever looks at the first five rows — so with ComfyQuickSlots loaded the Featherweight rows showed up, counted toward your free space, and took hand-dragged items, but auto-pickup, manual pickup and crafting output all reported "inventory full" the moment the rows above them filled. The extra rows are now offered to that routine as well, so every pickup path uses them. Unequipping armour with a full base grid no longer risks stranding the piece either. Installs without ComfyQuickSlots were unaffected and are unchanged.

0.6.6

Bug fix.

  • Fixed Featherweight's extra rows not accepting picked-up items. The two extra rows were visible and you could drag items into them by hand, but the game didn't count them as real space — so with your normal slots full you'd get "inventory full" and nothing would be auto-picked up, even with the extra rows completely empty. They now behave like any other inventory row: auto-pickup, manual pickup, crafting output and a container's "take all" all fill them.

0.6.5

Quality-of-life and balance.

  • The chest/storage window can now be dragged anywhere on screen. Click and hold anywhere on an open storage window that isn't an item slot — the backdrop, the header, the weight readout — and drag it wherever you want. Item slots keep working exactly as before, so moving items around is unaffected. Where you drop it is remembered when you reopen the chest and after you log back in.
  • New settings for the storage window position. UI.StorageUiOffsetColumns and UI.StorageUiOffsetRows place the window numerically, measured in inventory cells so it looks the same at any UI scale. By default the window now sits two rows below the player inventory, clear of the Featherweight blessing's extra rows. These two settings are local to each player — a server never overwrites them, so everyone keeps their own layout.
  • Removed the automatic ComfyQuickSlots detection for chest window placement. The window used to be shifted automatically based on which inventory mods were installed. It's now positioned purely by your own setting or your own drag, which behaves the same way no matter what else you have loaded. ComfyQuickSlots remains fully compatible in every other respect.
  • Forest's Embrace grants Rested faster. The time you need to stay seated beside a mature tree dropped from 60 seconds to 30. Everything else about the blessing is unchanged.

0.6.4

Config addition.

  • Lord's Horn crafting recipe is now admin-configurable. A new [LordsHorn] Recipe server-synced config entry lets admins view and change the Workbench requirements for crafting the Lord's Horn (default NeckTail:5,TrophyDeer:1,Bronze:1), using the same comma-separated ItemPrefab:Amount format as the Hall of the Lords recipe. Takes effect on restart.

0.6.3

Greydwarf Shaman Lord rework — blessing and Forsaken Power.

  • Blessing renamed to Forest's Embrace. The Quick Sprout blessing (faster crop growth) now also carries the old Forest's Embrace tree-rest effect: sit beside a mature tree with no monsters nearby to heal over time and earn an extended Rested buff, scaled by the tree's age. Both effects are active together as long as the blessing is held.
  • New Forsaken Power: Rootward. Replaces the old Forest's Embrace power. On activation it heals you for 100 HP and erupts a protective TentaRoot on each of your closest enemies — up to 5. The roots fight on your side and can never harm you, retracting once their work is done. Existing players with the old Forsaken Power are upgraded automatically.

0.6.2

Compatibility fix.

  • Fixed a stretched/broken inventory panel with Shudnal ExtraSlots or AzuExtendedPlayerInventory installed. Both of those mods grow the player inventory and manage the extra rows themselves. BiomeLords now detects either one and stops adding its own Featherweight rows (and stops resizing the inventory window), which previously left a large empty area below your slots. The Featherweight blessing's raised carry-weight cap still works normally — only the extra-row part is disabled when one of these mods is present. ComfyQuickSlots is unaffected and remains fully compatible.

0.6.1

Compatibility fix.

  • Fixed a crash and item-loss bug with ComfyQuickSlots. The Fallen Valkyrie Lord's Featherweight blessing (extra inventory rows) now correctly accounts for ComfyQuickSlots' 5-row player inventory layout: no more inventory-open crash, equipped armor is no longer swept into a crate when switching blessings, and Featherweight's extra-row items now survive logout/login while ComfyQuickSlots is installed.

0.6.0

Initial public release.

  • Seven Biome Lords, one per biome from Meadows through Ashlands, each with its own look, attacks, and personality.
  • Lord's Horn — a craftable relic that summons the Lord matching your current biome, once you've hunted enough of that biome's creatures and night has fallen.
  • Lord's Pedestal — mount a Lord's trophy to receive its Blessing, a permanent passive perk that lasts as long as the trophy is on display. Place several pedestals together to build your own Hall of the Lords.
  • Seven Blessings — better fishing luck, faster crop growth, extra ore from mining, a loyal and faster-breeding wolf pack, longer-lasting food buffs, bonus crafting output, and a much higher carry limit.
  • Seven Forsaken Powers — earned automatically by landing the killing blow on a Lord. Each one offers a different way to turn a fight, from restoring your party in an instant to revealing every nearby threat on your map.
  • Difficulty that follows you — Lords scale up in toughness as you defeat more of the game's bosses, so they stay a real challenge for veteran players without overwhelming newer ones.
  • No new art assets — every Lord, item, and effect is built entirely from Valheim's own creatures and visuals, so it fits right in.