Idavoll
Dungeon respawn for Valheim. Crypts, caves and camps rebuild on a timer, with the same layout and everything back inside.
About this mod Author’s original text
Idavoll
Dungeons come back.
Crypts, caves, camps and towers rebuild on a timer. Chests refill, monsters return, ore is whole
again, doors are shut and smashed props are standing. The layout never changes, so a crypt
you have learned is still the crypt you learned.
Named for Idavoll, the field where the surviving gods gather after Ragnarok and build the world
again from nothing.
Take a world backup before the first reset.
Idavoll deletes what a dungeon placed and lets the game build it again. That is the only way
to get a mined-out ore vein or a broken door back. Everything of yours is protected and it
refuses loudly when it is unsure, but it has not yet run for months on a busy server.
idavoll_dryrun changes nothing and prints exactly what a reset would destroy and what it
would keep, with a reason for every survivor. Use it before you trust a reset.
Why
Valheim builds a dungeon once and never again. Loot a crypt and it stays looted for the life of
the world. On a server that has run for months, the map fills up with empty rooms.
Idavoll gives every dungeon a timer. When one comes due and nobody is near it, everything inside
is cleared out and the game builds the dungeon again itself.
What Resets
Out of the box, this and nothing else:
| Biome | Dungeons |
|---|---|
| Black Forest | burial chambers, troll caves |
| Swamp | sunken crypts |
| Mountains | mountain caves |
| Plains | Fuling villages |
| Mistlands | dvergr towns, infested mines, dvergr guard towers |
| Ashlands | morgen holes, the charred fortress, fortress ruins, charred ruins, charred tower ruins |
Plus blacks7ar's OreMines mines if you run that mod. Nothing in the Deep North, which has no
dungeons in Valheim 1.0.15.
Everything else stays off. Valheim counts around fourteen thousand locations in a world and
almost all of them are scenery: standing stones, dolmens, ruins, wood houses, shrines. A mod that
reset anything it had not been told about would slowly rebuild your whole map. So a location with
no rule never resets, and deleting a rule always makes things safer rather than riskier.
Boss altars never reset, along with the Queen's and the Fader's dungeons, Hildir's content,
the starting temple and Haldor's camps. Those stay off even if you turn everything else on.
Adding Your Own
idavoll_locations
Lists every kind of location in your world with a count and which rule, if any, covers it. That
is where the names for new rules come from, and modded locations appear there too.
What It Will Not Destroy
Your things survive a reset. Each rule is worked out from the game itself rather than from a list
of names, so modded equivalents are covered without being listed:
- Anything a player built. Walls, chests, workbenches, signs, beds.
- Portals, separately and by name, because losing one strands whoever is on the far side.
- Terrain. Every hole you dug and every path you levelled.
- Beds, tombstones and players.
- Tamed animals, including ones part way through being tamed.
- Ships and carts, and Skeid's car.
- Items on the floor, so gear where somebody died is safe.
- Trees, rocks and bushes.
- Anything you name in protectedPrefabs.
One gap worth knowing: anything made with the spawn console command looks exactly like dungeon
furniture, because the game never records who made it. If you have spawned something precious
inside a dungeon, name its prefab in protectedPrefabs.
There is also a ceiling. If a reset would destroy more than maxObjectsPerReset things, it stops
and tells you rather than going ahead.
Installing
It goes on the server. The whole engine runs there. A client-only install does nothing on its
own.
Install it on admin clients too, for the settings. Idavoll adds a Dungeons tab to
Highseat's panel, listing every dungeon with
its countdown and giving you a dry run and a reset button for each.
Highseat comes down with Idavoll as a dependency. It is a client-side admin console, so on a
dedicated server it simply sits there, and Idavoll runs fi
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: