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sighsorry-DropNSpawn-1.3.9 icon

DropNSpawn

Easy way to configure all drops, spawns and events(raid) by reference system. Prevent high tier mobs spawning on low tier biomes. Make dungeon creaturespawners respawn. Multiple trophies and stacked drop instantly from creatures with linear scaling.

Date uploaded a month ago
Version 1.3.9
Download link sighsorry-DropNSpawn-1.3.9.zip
Downloads 161
Dependency string sighsorry-DropNSpawn-1.3.9

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2351 icon
denikson-BepInExPack_Valheim

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

Preferred version: 5.4.2351

README

DropNSpawn

Configure object and creature drops, object loot, spawners, and world spawning. Add stacked drops, level-scaled trophies, VNEI support, and location-scoped spawner rules.

Domains

Domain What it controls
character CharacterDrop loot, one-per-player drop counting, and drop-in-stack
object Containers, pickables, pickable items, fish, destructibles, mine rocks, trees, and object drop tables
spawner SpawnArea and CreatureSpawner tables, intervals, caps, level ranges, and location-scoped spawner rules
spawnsystem World SpawnSystem rows, biome rules, time-of-day rules, global-key gates, and extended spawn data

spawnsystem is a full replacement domain: the loaded rows become the live world spawn table. Keep every spawn row you still want.

Location

DropNSpawn no longer owns a user-editable DNS_location.yml domain. Boss altar, altar ItemStand, same-boss duplicate blocking, boss despawn, and boss-tamed pressure rules live in the standalone BossRules mod. DropNSpawn keeps internal location lookup helpers for object and spawner locations: selectors.

RuneStone global pins and Vegvisir rewards live in the standalone UsefulRunestones mod.

Character

  • configure creature loot
  • merge multiple conditional loot rows for the same creature
  • VNEI-compatible character drop display
  • drop creature loot in one stack when configured
  • onePerPlayer can count nearby living players within the configured range

Object

  • chest loot replacement
  • tool-tier and health changes for trees and rocks
  • tree or rock drop changes
  • pickable loot changes (bone piles, fish, berries)
  • destructible health and spawn-on-destroy changes
  • DNS_object.locations.reference.yml exists because many objects are dependent on locations

Spawner

  • change spawn tables
  • change spawn intervals, trigger distance, caps, level range, respawn time
  • apply location-scoped spawner overrides with top-level locations
  • ExpandWorldData compatible
  • DNS_spawner.locations.reference.yml exists because many spawners are dependent on locations

SpawnSystem

The vertical lines in the spawner image are world SpawnSystem checks.

  • biome/world spawn rules
  • global-key-gated spawning
  • time-of-day spawn rules
  • world-level conditional behavior
  • ExpandWorldData compatible
  • SpawnSystem rows and event spawns use the same flat spawnSystem block; nested spawn conditions and modifiers blocks are not supported.
  • This domain is authoritative and replaces the live SpawnSystem table with the rows you define.
  • Above image explains how Valheim world spawning works.

Each loaded SpawnSystem override file can independently scale the intervals of all rows in that file by putting an optional header first:

- spawnIntervalMultiplier: 2.0

- prefab: Deer
  spawnSystem:
    spawnInterval: 36

The example produces an effective interval of 72 seconds. The header is not a SpawnSystem row and does not change the order of the prefab rows. The multiplier must be a finite number greater than zero; omitting it means 1.0. A value of 0.5 halves intervals and makes checks more frequent, while 2.0 doubles intervals and makes checks less frequent. Rows without an explicit spawnInterval scale the native 4 second default. Invalid headers reject the reload and keep the previous authoritative configuration. Event spawns in DNS_events.yml are not affected.

Workflow

  1. Open BepInEx/config/DropNSpawn/.
  2. Use the generated .reference.yml files to find real prefab names and current values.
  3. Copy only the rows you want to change into DNS_<domain>.yml or DNS_<domain>_*.yml.
  4. Save the YAML file. DropNSpawn reloads loaded YAML at runtime.

Generated samples live in BepInEx/config/DropNSpawn/examples/. They are safe examples until you copy them into an active override file or rename them to a loaded DNS_<domain>_*.yml file.

YAML Files

Loaded override files:

  • DNS_<domain>.yml
  • DNS_<domain>.yaml
  • DNS_<domain>_*.yml
  • DNS_<domain>_*.yaml

Generated helper files:

  • DNS_<domain>.reference.yml shows current game data and prefab names.
  • DNS_object.locations.reference.yml shows which location roots contain object prefabs.
  • DNS_spawner.locations.reference.yml shows location context for spawner rules.
  • DNS_<domain>.full.yml is an exhaustive scaffold written by dns:full; it is not loaded.

Use one primary file per domain when possible. Supplemental files are useful for splitting large configs by biome, progression tier, or feature.

Reference Updates

Reference files are generated lookup snapshots. Missing reference files are created automatically, and existing reference files are updated automatically when their source game data changes.

Notes:

  • DNS_spawnsystem.reference.yml is generated from vanilla and upstream mod SpawnSystem data. DNS_spawnsystem.yml full overrides are not used as reference source data.
  • DNS_object.locations.reference.yml and DNS_spawner.locations.reference.yml are generated lookup files and are also kept up to date automatically.

Console Commands

  • dns:reference [object|character|spawner|spawnsystem|all] Regenerates reference files.
  • dns:full [object|character|spawner|spawnsystem|all] Writes non-loaded full scaffold files.
  • dns:inspect spawner Shows the current or nearest spawner target and resolved location selector context.

Useful Config

Most server-facing settings are synced from the server.

Domain toggles live under 4 - Domains:

  • Enable Object Overrides
  • Enable Character Overrides
  • Enable Spawner Overrides
  • Enable SpawnSystem Overrides
  • Enable Event Overrides

General and character settings include:

  • Lock Configuration
  • Default SpawnArea Max Total Spawns
  • Default zero CreatureSpawner respawn time minutes
  • OnePerPlayer drop check range
  • character loot system
  • disable DNS character loot scaling when CLLC is loaded
  • chance for additional loot per star for creatures
  • chance for additional loot per star for bosses
  • global drop in stack
  • global drop in stack blacklist
  • global trophy level multiplier
  • global trophy level multiplier blacklist

character loot system = CalculateChance keeps each successful non-trophy character-drop chance intact and scales its final item amount by the configured per-star chance only when that drop's levelMultiplier is true. Trophy drops use that linear scaling whenever global trophy level multiplier is on, regardless of their levelMultiplier value.

disable DNS character loot scaling when CLLC is loaded defaults to On. It does not rewrite the config values shown for DNS loot scaling; when Creature Level & Loot Control is installed, DNS treats character loot system, both per-star loot chance options, and global trophy level multiplier as inactive at runtime so CLLC can own loot quantities. YAML overrides, drop-in-stack, instant loot, and OnePerPlayer range still work.

Default zero CreatureSpawner respawn time minutes defaults to 0 and accepts 0~60; 0 disables the option. It changes only CreatureSpawner components whose current respawnTimeMinutes is 0; YAML creatureSpawner.respawnTimeMinutes values keep priority.

Event settings include:

  • Event scheduling mode
  • Default event player base
  • Minimum distance between events
  • Event duration multiplier
  • Random event chance
  • Random event interval

Event scheduling mode supports Vanilla (one active event and one server-wide check), MultipleGlobal (multiple active events and one server-wide check), and MultiplePerPlayer (multiple active events with one independent check per player). Standalone event checks follow the selected global or per-player mode.

Event duration multiplier accepts 0~3. Positive values scale event durations that are not explicitly set by YAML settings[2]; 0.5 halves them, 1 keeps them unchanged, and 2 doubles them. 0 disables every event whose effective duration after YAML is positive, while duration-0 events remain enabled.

Default event player base can globally treat events without YAML conditions.playerBase as Off, Away, Near, or AwayAndNear. YAML event overrides keep priority.

Boss altar rules, same boss duplicate blocking for altars and CreatureSpawner, per-player boss stones, remote Forsaken Power selection, boss despawn, and boss tamed pressure live in BossRules.

Compatibility

If another mod fully owns the same system, disable the overlapping DropNSpawn domain instead of stacking both.

  • VNEI: DropNSpawn character drops are exposed for normal lookup.
  • MonsterDB: overlaps with character and spawnsystem.
  • Drop That!: overlaps with object and character.
  • Spawn That!: overlaps with spawner and spawnsystem.
  • Expand World Spawns: overlaps with spawnsystem.

Helpful Mods

  • ESP for spawners, spawn points, and object info
  • XRayVision for object components
  • Infinity Hammer for placing and removing test objects

GitHub

https://github.com/sighsorry1029/DropNSpawn

CHANGELOG

1.3.16 — CreatureSpawner cumulative spawn limits

  • Added the synchronized Default CreatureSpawner Max Total Spawns config and per-entry creatureSpawner.maxTotalSpawns YAML field. Omitted/null values inherit the config default; 0 adds no cumulative limit, and 1–1000 limits successful spawns per spawner instance.
  • Stored owner-counted successes in the spawner's ZDO while a positive limit is active. Reloading or disabling the limit preserves its saved count; earlier unlimited/pre-feature spawns are not counted retroactively. Reaching the limit stops spawning without destroying the CreatureSpawner, and raising the limit can allow spawning to resume under native rules.
  • Preserved native one-time behavior, respawn timing, spawn connections and living-group limits. Exhausted group members are excluded from both candidate selection and the weight sum, so they cannot consume eligible members' spawn opportunities. Existing SpawnArea destruction behavior is unchanged.
  • Updated generated templates, full scaffolds, cloning and synchronized payloads for the new field. The Spawner network schema is now 8; existing YAML remains valid, but update the server and all clients to 1.3.16 together and restart.
  • Added original-game-DLL contract checks and isolated Mono coverage for counters, ownership, live default changes, one-time YAML values, patch installation and weighted group selection. Actual world-save/restart, ownership-transfer and multiplayer gameplay checks remain in-game verification steps.

1.3.15 — Standalone support and optional Expand World Data

  • Made Expand World Data a soft dependency and removed it from the required package dependencies. Basic drops, spawners, world spawning, raids and faction overrides now work without EWD; existing optional CreatureManager faction integration is retained.
  • Preserved spawn data/fields/objects, event startCommands/endCommands, custom biomes, AltBiome metadata and overlapping-feature protection when EWD 1.71 or newer is installed. EWD is not bundled or modified.
  • Without EWD, nonempty EWD-only settings reject the affected domain's configuration update and retain its previous accepted configuration instead of silently ignoring those settings. Empty extension fields and disabled spawn rows remain valid.
  • Kept YAML formats and all five domain network schemas unchanged. Added standalone loading, configuration rejection and EWD-present regression coverage using original client/server assemblies and isolated Unity Mono checks; actual gameplay and multiplayer still require in-game verification.
  • Updated the BepInExPack Valheim package dependency to 5.4.2351. Update DNS on the server and all clients together and restart; install EWD on all participating peers when using EWD-dependent configurations.

1.3.14 — Expand World Data 1.73 compatibility

  • Added runtime compatibility for EWD 1.73's integrated Spawn/Event/Drop features. DNS retains control of normal world spawns, raids and loot even when EWD's overlapping options are enabled, without rewriting EWD configuration values or YAML files. EWD's Multiple events and Check per player modes are also suppressed through the event feature gate.
  • Preserved EWD's world, biome and AltBiome systems. AltBiome spawn data, fields, objects and faction now use the existing DNS spawn payload path, and these extension fields are retained when EWD exports AltBiome data for server synchronization.
  • Stopped retaining discarded AltBiome spawn metadata across reloads while preserving payloads still used by live heightmaps. No per-frame reflection or scene scanning was added.
  • Prevented numeric global-key consumption from custom-data spawns when the DNS SpawnSystem domain is Off. DNS domain Off remains baseline restoration, not a handoff to EWD.
  • Added official EWD DLL contract checks and isolated Mono coverage for patch installation, reload/sync entrypoint suppression, setting preservation and AltBiome metadata lifetime. Actual host/dedicated multiplayer spawning and synchronization remain in-game verification steps.
  • Kept the existing EWD dependency minimum, YAML formats and DNS network schemas. Update the server and all clients to 1.3.14 together and restart. Legacy standalone EWS/EWE installations are outside this compatibility patch's supported scope.

1.3.13 — Instant loot exclusions and documentation cleanup

  • Added the synced monster instant loot drop blacklist setting, defaulting to Dragon, Hatchling. Matching creature prefabs keep their normal ragdoll loot timing while instant loot remains enabled for other creatures; drop contents, amounts and existing duplicate prevention are unchanged.
  • Made blacklist matching case-insensitive and live-updatable. Commas, semicolons and newlines are accepted, and an empty value removes all exclusions. Changes apply to newly created ragdolls.
  • Simplified the README around installation, generated references, active YAML files, authoritative SpawnSystem behavior, MWL export safety and the most important override rules while keeping all existing images.
  • Removed duplicate Character baseline storage and made config reload comparison use the existing domain-toggle map, reducing maintenance paths without changing YAML, network or public integration contracts.
  • Added managed coverage for instant-loot defaults, exact prefab matching, live edits, cache invalidation and empty-list behavior. Actual ragdoll timing and multiplayer execution still require in-game verification; update all peers together for the mod version check.

1.3.12 — MWL reference generation safety

  • Automatic Object/Spawner reference generation now skips More World Locations AIO location interiors before loading their assets. MWL is identified by its plugin GUID and manifest asset IDs; already registered prefab references and override behavior remain unchanged.
  • Preserved existing full references instead of replacing them with partial automatic exports. New partial references are labeled and use distinct cache signatures. If the MWL manifest cannot be read, automatic location-interior scanning is deferred rather than force-loading all locations.
  • Balanced location-scan soft-reference loads with releases, including failed loads, exceptions and early iterator disposal. Reused Spawner location results across its two reference outputs and stopped retaining every conflicting Object reference variant.
  • Kept explicit dns:reference object and dns:reference spawner full exports available, with an MWL memory/time warning. Manual full exports can still be expensive on low-memory systems.
  • Added managed regression coverage for MWL asset exclusion, reference preservation, partial-export metadata, load/release structure and Object reference ambiguity. Steam Deck performance and gameplay with MWL have not been verified. YAML and network schemas are unchanged; update all peers together for the mod version check.

1.3.11 — Valheim 1.0.12 / Expand World Data 1.71

  • Updated the Expand World Data dependency to 1.71.0 and the vendored ServerSync to the reviewed valheim-1.0.7-r1 reference, including its RPC constant and connection-buffer fixes.
  • Switched to original game assembly references and cached Harmony accessors for nonpublic game members. Updated location zone keys, the location-spawn patch signature, and event environment selection for the new biome sectors.
  • Preserved the native persistent-event spawn requirement in YAML, reference/scaffold output, clones, signatures, and network payloads. spawnSystem.requiredPersistentEvent accepts the event's internal name; an empty string clears the requirement. SpawnSystem DTO is now 4 and Event DTO is 3; update all peers to 1.3.11 together. Existing YAML remains valid.
  • Preserved the game's cheated item provenance in custom and stacked character drops. Matched parent-owned SpawnArea networking for total-spawn caps and persisted location selectors.
  • Added checks against both client and dedicated-server original assemblies, plus isolated tests using the game's Mono runtime and Harmony. Actual gameplay and multiplayer sessions have not been verified.

1.3.10

  • Fixed explicit character drops: [] being ignored. Omitted/null lists still preserve existing drops; matching rules still combine their valid rows, and invalid-only lists do not clear loot.
  • Released event metadata and custom spawn payloads when their owning events/rows are no longer referenced, while retaining data for live clones.
  • Added VNEI callback/coroutine cleanup and refresh failure recovery without discarding queued work on temporary indexing-readiness failures.
  • Reduced redundant configuration/drop cloning and location reference scans, removed unreachable branches and forwarding methods, and moved related preparation/application code into existing files.
  • Kept package generation out of Debug builds and retained ordinary Release ZIP packaging. Added managed regression checks and a separate gameplay validation guide.

1.3.9

  • Added disabled-by-default synced require player-aligned killer for character drops and victim-prefab blacklist settings. When enabled, vanilla and YAML-driven non-player CharacterDrop loot requires a lethal source from a Player, tamed character, or the Players / PlayerSpawned factions.
  • Preserved player-aligned poison, fire, and spirit kill credit with low-overhead attribution across ragdoll and direct custom-drop paths; hostile, environmental, self, unknown, and mixed player-aligned/hostile lethal sources are suppressed.

1.3.8

  • Deep-cloned static, snapshot, and conditional character-drop templates when assigning them to prefabs and live creatures, preventing in-place changes by other drop modifiers from leaking across same-prefab deaths or corrupting cached drop state.

1.3.7

  • Fixed custom-handled and stacked character drops being snapped to the highest solid or terrain surface; they now use vanilla spherical placement around the character or ragdoll origin, preserving indoor, dungeon, structure, and airborne heights.

1.3.6

  • Fixed MultiplePerPlayer event scheduling on dedicated servers by restoring the periodic current-event broadcast, keeping clients synchronized so event creature spawners can activate.
  • Added an optional per-file spawnIntervalMultiplier header for SpawnSystem override YAML, scaling explicit and native-default intervals before synchronized live application without changing prefab row order.

1.3.5

  • Fixed a float-precision bug that could stop queued runtime work after about nine hours of uninterrupted uptime, preventing server-sync manifest publication, client payload application, and SpawnSystem live table updates.
  • Extended the double-precision frame deadline to object and spawner reconciliation, object and character snapshot work, SpawnSystem and ESP refresh work, and VNEI refreshes.
  • Added an ESP 1.37 SpawnSystem hover guard and cleared stale marker references during marker replacement to avoid invalid ZNetView/ZDO reads.

1.3.4

  • Hardened correctness across hot reloads, temporary object overrides, delayed spawner activation, and synchronized payload worker shutdown.
  • Reduced runtime and maintenance complexity by removing redundant state, forwarding layers, wrappers, and duplicated domain-specific paths while keeping related behavior co-located.
  • Added Expand World Data 1.66-1.68 readiness compatibility, aligned the runtime and compile-time minimum with EWD 1.66, and retained support for the latest cloned-location and custom-biome behavior.

1.3.3

  • Added optional CreatureManager faction integration so registered custom factions can be resolved, applied, listed in validation guidance, and restored from spawned-creature ZDO data.
  • Preserved native and ExpandWorldFactions handling while adding a soft dependency to ensure CreatureManager's faction API is available before DropNSpawn initializes.

1.3.2

  • Fixed character loot system = CalculateChance so non-trophy drops participate in linear per-star amount scaling only when their native or YAML levelMultiplier is true.
  • Kept global trophy level multiplier as an explicit exception: enabled, non-blacklisted trophy drops use linear per-star amount scaling regardless of levelMultiplier; disabled or blacklisted trophies retain their native or YAML behavior.

1.3.1

  • Replaced the separate synced Multiple events and Check per player settings with Event scheduling mode: Vanilla, MultipleGlobal, or MultiplePerPlayer. The former config keys are no longer read.
  • Changed multiple-event collision handling so a new attempt inside Minimum distance between events is discarded while the existing event continues, instead of stopping and replacing the existing event.
  • Fixed per-player event scheduling so the global timer advances correctly, non-positive standalone intervals remain disabled, and each matured standalone event evaluates every player before its timer resets once.
  • Added synced Event duration multiplier with a 0~3 range. Positive values scale durations not explicitly set by YAML settings[2]; 0 disables every event whose effective duration is positive while leaving duration-0 events enabled.
  • Preserved positional '' placeholders in event settings, allowing later fields to be overridden while an earlier field is omitted, and documented the syntax in generated override YAML.
  • Canonicalized the known duplicate vanilla army_moder and army_theelder variants in event references, applied same-name overrides to every original variant, and collapsed equivalent overridden variants to avoid duplicate selection weight.

1.3.0

  • Breaking: SpawnSystem override rows now accept only one flat spawnSystem block in DNS_spawnsystem.yml, supplemental DNS_spawnsystem_*.yml/.yaml files, and event spawns. The former nested spawn conditions and modifiers blocks are no longer supported.
  • Back up edited overrides, then either regenerate the SpawnSystem/Event override YAML from the new templates and reapply your entries, or manually remove each nested conditions: and modifiers: header and move those fields under spawnSystem: as shown below. Event-level conditions remains unchanged.
  • Unified SpawnSystem and event-spawn models, clone paths, generated reference/full output, and synchronized payloads. Event spawns now expose the same custom-data fields, including objects.
  • SpawnSystem schema and full output now show the native effective spawnRadius default as 40~80; 0 endpoints still use the native 40/80 fallback.

Before:

- prefab: Boar
  spawnSystem:
    level: 1~3
    groupRadius: 5
  conditions:
    noSpawnRadius: 64
    biomes: [Meadows]
  modifiers:
    faction: Demon

After:

- prefab: Boar
  spawnSystem:
    level: 1~3
    groupRadius: 5
    noSpawnRadius: 64
    biomes: [Meadows]
    faction: Demon
Version Update Notes
1.2.8 - Hardened synchronized payload handling with strict SHA-256 manifest validation, bounded compressed/decompressed sizes, chunk-count checks, and safe cache paths.
- Simplified spawner selector matching and cache state while preserving exact Expand World Data cloned-location matching.
- Removed unused compatibility and transport forwarding layers, runtime aliases, stale helpers, and obsolete design documents.
- Co-located small state implementations with the code that owns them to reduce source-file count and navigation without adding new abstractions.
1.2.7 - Added synced disable DNS character loot scaling when CLLC is loaded, which treats DNS character loot system, both per-star loot chance options, and global trophy level multiplier as inactive at runtime when Creature Level & Loot Control is loaded, while leaving YAML overrides, drop-in-stack, instant loot, and OnePerPlayer behavior active.
- Added a synced general option to set zero-minute CreatureSpawner respawn timers to a default 0-60 minute value unless YAML specifies creatureSpawner.respawnTimeMinutes; the default is 0, so the option is off until configured.
- Changed event reference generation to use the pre-DNS baseline event list and group entries by resolved spawn prefab owner, so removed event-providing mods disappear from generated references and mod-added events are easier to scan.
1.2.6 - Added synced events domain support with YAML-driven random event overrides, event spawns, global event settings, and reference output.
- Added character loot system with Vanilla and CalculateChance; CalculateChance keeps successful drop chances intact and scales final item amounts with separate creature/boss per-star chances.
- Kept global trophy level multiplier as the toggle that lets trophies join DNS linear level scaling, while avoiding vanilla exponential level multiplier stacks.
- Fixed EWD cloned location selectors by preserving exact clone prefab names through spawner provenance and shared location condition resolution.
- Added a synced global-key safety option that globally disables SpawnSystem entries with requiredGlobalKey in Meadows, BlackForest, Swamp, Mountain, or Plains.
1.2.5 - Breaking: DNS_location.yml is no longer generated, loaded, synchronized, or exposed through dns:reference / dns:full; BossRules and UsefulRunestones own the former location-domain features.
- Breaking: DNS_character.yml no longer supports despawn or bossTamedPressure; boss despawn rules, boss-tamed pressure, per-player boss stones, remote Forsaken Power selection, and CreatureSpawner same-boss duplicate blocking moved to BossRules.
- Added synced monster instant loot drop config that spawns monster loot immediately while ragdolls keep their vanilla lifetime.
- Changed global trophy level multiplier to scale successful trophy drops by 50% per extra creature level while avoiding vanilla exponential trophy stack scaling.
- Removed runtime work profiler/debug hot-path logging and the Debug Runtime Work Profiling config to reduce overhead.
- Updated Thunderstore description; DropNSpawn still keeps internal location lookup helpers for object/spawner locations: selectors.
1.2.4 - Fixed RuneStone global pins on dedicated servers by resolving location targets on the authoritative server and returning the selected pin to clients.
- Fixed Same Boss Duplicate Block for CreatureSpawner so duplicate-blocked bosses do not finish their respawn delay while the previous boss is still alive.
- CharacterDrop now supports non-item prefabs, such as monster prefabs, in reference/override YAML and VNEI display. Non-item drops default levelMultiplier to false; item drops keep the vanilla-style default of true.
1.2.3 - Added Vegvisir global effects with biome-based weighted status rewards, optional FX, localization, and DNS_ClearStatus.
- Breaking: removed location vegvisirs pin-edit fields and location runestones edit/reference fields; Vegvisirs keep vanilla pins and RuneStone location reveals use runestoneGlobalPins.
- Historical note for 1.2.3 users: regenerate DNS_location.yml on a new profile, or regenerate the current file if it was not edited.
- Breaking: spawner location filters now use locations: [] instead of location: and can match multiple locations.
- Added global trophy level multiplier config with blacklist support.
- Reference files now auto-update; SpawnSystem reference is generated from vanilla and upstream mod data, not DNS override YAML.
- Removed manual reference update mode, old diagnostics logging options, afternoon timeOfDay support, and the OnePerPlayer living-player toggle; nearby OnePerPlayer checks now count living players only.
- Cleaned config ordering, transport sync, and runtime queue performance.
1.2.2 - Refactoring and optimizations
1.2.1 - Added RuneStone global pins, allowing pinless RuneStones to reveal a saved map pin for a configured location.
- Added SpawnArea total spawn limits, allowing spawners to automatically break after a set number of successful spawns.
1.2.0 - VNEI shows fish's random loot with DNS installed
1.1.9 - Vegvisir supports weighted random location pinning. Put weight: n on vevgisir.locations in locations.yml
1.1.8 - Boss despawn when no player is near(configurable)
- Boss despawn refund offerings when they are stated in the character.yml
Block summon and spawn of more than one boss wihtin the area(configurable)
- Organized configs and refactored some codes for better performance
- Better support for EWD fields
1.1.7 - Fixed boss trophy sacrificing
- Fixed forsaken rotation making UI too often
1.1.6 - Optimized objectdrop hotpath
- Fixed bossstone reset command not working on host self
1.1.5 - Refactored huge amount of codes
- Removed cllc fields since it can be done with ewd field
- Added rotation of forsaken powers
- Added per player bossstones option
1.1.4 - Fixed destructibleType field casuing framedrop when it is in object override.yml
1.1.3 - Fixed EWD clone locations not working as conditions for character,object and spawner domain
1.1.2 - Fixed location domain triggering errors related monstrum locs
1.1.1 - Spawnsystem reference would be generated through command only
- Lightened up how spawnsystem domain works
- Fixed serversync not working for spawnsystem on dedi for real
1.1.0 - Ligthened some queue logic for some domains
1.0.9 - Fixed framedrop with treebase/minerock health override
- Fixed spawnsystem reference not generating automatically sometimes
1.0.8 - Fixed spawnsystem serversync not working on some clients on dedi
1.0.7 - Fixed creaturespawner edit not working on dedi
1.0.6 - Fixed cloned location not working with dns location conditions on dedi
- Fixed spawners not working with location conditions on dedi
1.0.5 - Fixed serversync not working on some domains
- Fixed cloned location not being applied in override yml
- Fixed custom biome spawnsystem lines being not shown through ESP
- VNEI compatibility is now always live
- Performance and network performance improvement
1.0.4 - Support for custom EWD biomes on all domains and conditions
1.0.3 - Improved reference grouping and fps
1.0.2 - Lightened spawnsystem check and other domains to reolve hitch
1.0.1 - Resolved hitch that was caused by deleting obsolete spawnsystem lines
1.0.0 - Initial Release