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TerrainMistile
Spawns configurable TerrainMistiles from changed terrain. They seek the edit, detonate, and reset player-made height/paint changes while preserving world/location terrain. Tune biome chance, interval, radius, health, color, and base protection.
| Date uploaded | 3 hours ago |
| Version | 1.0.6 |
| Download link | sighsorry-TerrainMistile-1.0.6.zip |
| Downloads | 8 |
| Dependency string | sighsorry-TerrainMistile-1.0.6 |
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: 5.4.2333ValheimModding-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: 2.29.0README
TerrainMistile
Spawns configurable TerrainMistiles from changed terrain. They seek the edit, detonate, and reset player-made height/paint changes while preserving world/location terrain. Tune biome chance, interval, radius, health, color, and base protection.
TerrainMistiles try to reset changed terrain, but players can stop them by destroying them before impact.
Terrain changes near player bases can be protected from TerrainMistile spawn checks. The base-check radius and required number of unique base prefabs are configurable per biome.
TerrainMistile spawn chance, interval, visual color, health, and reset radius can be configured per biome.
How It Works
- Changed terrain is grouped into 32m terrain units.
- Each changed unit rolls on its biome rule interval while at least one player is within
playerSearchRadius. - TerrainMistiles target changed terrain points, not players.
- A TerrainMistile reset happens when it reaches terrain impact or uses its self-destruct attack.
- Killing a TerrainMistile before self-destruct does not reset terrain.
- Reset clears player-style
TerrainCompheight and paint deltas inresetRadius. - Location and world baseline terrain are preserved, so location terrain changes can remain after reset.
- TerrainMistiles use nonblocking colliders so terrain and pieces do not trap them before impact.
BepInEx Config
Lock Configuration: server admin config lock.Display Name: in-game name shown to players. Default:Earth Warden.
TerrainMistile.yml
- Main spawn rule file.
- Synced from the server.
- Generated automatically if missing.
defaultssupplies fallback values.playerBasePrefabsis the editable base-protection prefab list.- Every other top-level key is treated as a biome rule.
- Expand World Data custom biomes can use their custom biome name or numeric biome value.
YAML Example
# Expand World Data custom biomes can use their custom biome name or numeric biome value.
# defaults and playerBasePrefabs are reserved. Every other top-level key is treated as a biome rule.
defaults:
interval: 60
playerSearchRadius: 32
spawnChance: 0.25
maxDeformationSpawnChanceBonus: 0.25
maxSpawn: 3
perPlayerSpawn: true
playerBaseValue: 1
baseCheckRadius: 24
spawnRadius: 16~32
spawnAltitude: 8
resetRadius: 8
health: 1
visualColor: "#45FF5A"
Meadows:
interval: 120
spawnChance: 0.1
resetRadius: 4
visualColor: "#7CFF6B"
BlackForest:
interval: 120
resetRadius: 6
visualColor: "#2ED36F"
Swamp:
playerBaseValue: 2
visualColor: "#8FBF3F"
Mountain:
interval: 120
playerBaseValue: 2
resetRadius: 6
visualColor: "#8FE8FF"
Plains:
interval: 120
playerBaseValue: 3
resetRadius: 6
visualColor: "#FFD15C"
Mistlands:
interval: 120
playerBaseValue: 3
resetRadius: 6
visualColor: "#B58CFF"
AshLands:
playerBaseValue: 4
visualColor: "#FF5A2E"
DeepNorth:
playerBaseValue: 4
visualColor: "#BFEFFF"
Ocean:
visualColor: "#3EA7FF"
playerBasePrefabs:
- workbench
- forge
- portal
The generated YAML includes the full vanilla playerBasePrefabs list. Add custom player-placed piece prefab names there if they should protect terrain from TerrainMistile spawn checks.
Spawn Rule Fields
interval: seconds between spawn rolls for one changed 32m terrain unit.0disables that biome.playerSearchRadius: players within this horizontal radius activate rolls for a changed unit.spawnChance: base chance used when a unit interval is ready and at least one player is nearby.maxDeformationSpawnChanceBonus: bonus added tospawnChancewhen the largest height deformation in the 32m terrain unit reaches Valheim's 8m deformation cap. The bonus scales linearly from 0m to 8m and the final chance is clamped to 1.maxSpawn: maximum active TerrainMistiles with targets within 32m of the target.0disables that biome.perPlayerSpawn: if true, one successful roll can spawn up to one TerrainMistile per nearby player, capped bymaxSpawnand available targets.playerBaseValue: unique listed player-placed base prefab type count required to skip spawn checks.0disables the player base check.baseCheckRadius: horizontal radius used byplayerBaseValue.spawnRadius: horizontal spawn distance from the selected nearby player. Use24for fixed distance or16~32for a random range.spawnAltitude: height above solid ground where TerrainMistile spawns.resetRadius: terrain height and paint reset radius saved onto each spawned TerrainMistile.health: maximum and current health applied when TerrainMistile spawns.visualColor: HTML hex color used for flames, sparks, and light.
Player Base Protection
playerBaseValue counts unique prefab names from playerBasePrefabs within baseCheckRadius meters of the changed terrain point. Repeated copies of the same prefab count once.
Only player-placed instances are counted. Internally, TerrainMistile checks the ZDO longs.creator field and ignores matching prefabs when creator == 0, which filters out noCreator world and location pieces.
Examples:
playerBaseValue: 0: no base protection check.playerBaseValue: 1: one listed player-placed prefab nearby is enough to skip spawn checks.playerBaseValue: 3: three different listed player-placed prefab types must be nearby to skip spawn checks.
Tuning Tips
- Increase
intervalto reduce spawn roll frequency. - Lower
spawnChanceto make TerrainMistiles rarer without disabling a biome. - Lower
maxDeformationSpawnChanceBonusif near-cap terrain edits should not strongly increase spawn chance. - Set both
spawnChanceandmaxDeformationSpawnChanceBonusto0for chance-based suppression, or useinterval: 0/maxSpawn: 0to disable a biome. - Increase
playerSearchRadiusif changed terrain should stay active from farther away. - Increase
resetRadiusfor tall or wide terrain edits that need a larger reset area. - Raise
playerBaseValuein dangerous biomes if simple one-piece bases should not fully suppress spawns.
Development
Copy environment.props.example to environment.props to select a specific Valheim installation or when automatic detection fails, then set ValheimGamePath.
TerrainMistilePlugin.ModVersion is the release version source. On Windows, a Release build updates the source Thunderstore manifest when needed, then creates both Thunderstore and Nexus archives:
dotnet test .\TerrainMistile.sln -c Debug
dotnet build .\TerrainMistile.csproj -c Release
dotnet build .\TerrainMistile.csproj -c Release -p:DeployToGame=true
dotnet build .\TerrainMistile.csproj -c Release -p:PackageMod=false
dotnet test .\TerrainMistile.sln -c Release -p:PackageMod=false
DeployToGame copies the merged DLL to the configured BepInEx plugins directory. Windows Release packaging is enabled by default; set PackageMod=false when only the DLL is needed.
Deployment and packaging remain properties on the normal Build entry point, and internal build-action targets reject direct invocation.
CHANGELOG
Version |
Update Notes |
|---|---|
| 1.0.6 | - Fixed terrain scanning and resetting on current Valheim runtimes by removing direct private game-member access and the publicized-assembly dependency, preventing repeated TerrainComp.s_instances access errors.- Added cached runtime terrain bindings and build/test guards so game compatibility failures are detected once at startup or build time instead of repeatedly during world updates. - Changed TerrainMistiles to the Boss faction so players and player-aligned systems can respond to them while their player-hunting and player-object attack AI remains disabled. - Improved Expand World Data compatibility for late initialization and biome-data reloads, and fixed fallback custom-biome ordering and normalized-name collisions. - Hardened protected-terrain synchronization and terrain resets against reconnects, invalid data, oversized protected areas, and recently changed external terrain. - Improved spawn-rule reload and validation so invalid values fall back safely, long custom intervals retain their cooldowns, and stale runtime state is cleared between worlds. |
| 1.0.5 | - Fixed a dedicated-server regression where broad zone readiness checks could prevent TerrainMistile spawns. - Limited load-readiness checks to relevant player-created PlayerBase prefabs in the exact affected zones. |
| 1.0.4 | - Prevented PlayerBase protection from being missed while nearby zones and pieces are still loading. - Added a Compendium page showing the server-synced PlayerBase prefab list with localized in-game names and effective protection requirements by biome. |
| 1.0.3 | - Improved terrain target reservation and reset reliability, and replaced the redundant version handshake with ServerSync validation. - Made Expand World Data protected-area refreshes atomic and avoided unchanged full-list syncs. - Added modified terrain cell-index caching and explicit visual Material cleanup for lower long-session overhead. |
| 1.0.2 | - Added synced protected terrain areas for Expand World Data blueprint locations so clients preserve EWD terrain on dedicated servers. - Added protected area bucket caching and shared terrain cell scan helpers to reduce repeated lookup work. - Removed debug logging and the debug config option for leaner runtime behavior. |
| 1.0.1 | - Added maxDeformationSpawnChanceBonus so heavily raised or dug terrain can increase TerrainMistile spawn chance.- Documented the new deformation-based spawn chance setting. |
| 1.0.0 | - Initial release. |