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 d
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About this mod Author’s original text
DropNSpawn
Customize Valheim's drops, loot, spawners, world spawning, and raids with YAML. Use generated references to find prefab names and values, then edit only what you need.
| Character drops | Object loot | Spawners |
| --- | --- | --- |
| | | |
What you can change
| Domain | Controls |
| --- | --- |
| character | Creature drops, quantities, chances, level scaling, and stacked loot |
| object | Chests, pickables, fish, trees, rocks, destructibles, and their loot |
| spawner | SpawnArea and CreatureSpawner tables, intervals, limits, levels, and location rules |
| spawnsystem | World spawn tables, biomes, time of day, and progression requirements |
| events | Raid definitions, spawn lists, conditions, and scheduling |
Install
Install the same DropNSpawn version and its dependencies on the server and all clients. A mod manager is the simplest option; for manual installation, place DropNSpawn.dll in BepInEx/plugins.
Requires BepInExPack Valheim 5.4.2351. Expand World Data is optional: DNS's basic drops, spawners, world spawning, raids, and native faction overrides work without it. Install EWD 1.71 or newer on the server and clients to use spawn data/fields/objects, event startCommands/endCommands, or EWD custom biomes. Without EWD, nonempty extension settings reject the affected domain's configuration update and retain its previous accepted configuration; they are not silently ignored. Empty extension fields are allowed.
The current target is Valheim 1.0.15; see the compatibility notes for reviewed EWD builds and existing-YAML update notes. Restart after changing the installed mod set; mixed EWD capability between peers is not supported for EWD-dependent configurations.
Quick start
- Start the game or server and load a world once to generate the configuration files.
- Open BepInEx/config/DropNSpawn/ and find the relevant DNS_.reference.yml.
- Copy the entries you want to customize into DNS_.yml, or a supplemental file such as DNS_character_wolves.yml.
- Save. Loaded YAML files reload at runtime; on a multiplayer server, edit the server's files.
For example, put this in DNS_character.yml to replace Lox loot:
- prefab: Lox
characterDrop:
drops:
- item: LoxMeat
amount: 4~6
- item: LoxPelt
amount: 2~3
- item: TrophyLox
chance: 0.1
levelMultiplier: false
Global options live in BepInEx/config/sighsorry.DropNSpawn.cfg. All five domains start enabled; toggle them under 4 - Domains. Loot scaling, stacked drops, trophy scaling, and event scheduling have their own settings; most server-facing settings sync from the server.
Under 2 - Character, monster instant loot drop blacklist defaults to Dragon, Hatchling. These creature prefabs keep normal ragdoll loot timing even when instant loot is enabled. Use comma-separated names, or leave it empty for no exclusions; changes affect new ragdolls.
Know before editing
- SpawnSystem replaces the main world spawn table. Keep every row you still want across your loaded SpawnSystem files. Unlike the other domains, it is not a set of small patches to existing rows. Valheim's separate AltBiome lists remain native.
- Custom drop lists replace native loot, not add to it. Matching Character rules merge their custom drops. Put conditions at the entry level, not on individual drop items. Omitted or null drops leave existing loot unchanged; drops: explicitly contributes an empty replacement.
- Spawner rules select one winner. The most specific passing selector wins; later-loaded entries break ties. Use top-level locations to scope a rule to a location.
- CreatureSpawner cumulative limits are optional. Use creatureSpawner.maxTotalSpawns or Default CreatureSpawner Max Total Spawns in the config. 0 adds no limit and preserves one-time behavior; a positive limit counts successful spawns while enabled and stops the spawner without destroying it. See the spawner guide.
- Generated files are lookup material. Do not edit.reference.yml or.full.yml to change gameplay. Generated.sample.
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: