InstancedTimer
Client-only HUD countdown + ground rings for dungeons and other VLR-tracked locations: 'resets in 2d 14h' near any entrance, workbench-style ring at VLR's check radius. No server changes needed.
About this mod Author’s original text
InstancedTimer
A client-only Valheim mod for players on servers that run
Venture Location Reset (VLR).
It answers two questions at a glance:
- "When does this dungeon reset?" — a HUD countdown
("Sunken Crypt — resets in 2d 14h") whenever you are near a dungeon entrance:
sunken crypts, burial chambers, troll caves, frost caves, goblin camps, dvergr mines,
Hildir's dungeons, Ashlands fortresses, and more.
- "How close is too close?" — a workbench-style ground ring around each nearby
instanced dungeon at the radius VLR's player-activity check uses for it
(45 m for sunken crypts), so you can see the footprint where player-made structures
or a tombstone would block the dungeon from ever resetting.
No server changes, no Harmony patches, no world-data writes: the mod only reads the
VV_LastReset stamps VLR leaves on each dungeon's world object — those sync to every
connected client automatically.
Requirements
| Component | Needed? | Notes |
|---|---|---|
| Valheim | on your client | Built/tested against Valheim 1.0.16 (Unity 6 build). Older versions untested. |
| BepInEx | on your client | Tested with denikson-BepInExPack_Valheim 5.4.2351 (BepInEx 5.4.22+). |
| Venture Location Reset | on the server | The mod displays VLR's reset data; without VLR on the server there is simply nothing to show. Any recent 1.x. |
| VLR on your client | optional | If installed (it usually is on modded servers), the countdown uses the server's live reset intervals, synced through Jotunn. If not, set FallbackResetDays to match your server. |
| Jotunn | not required | This mod does not reference Jotunn or any other package. |
The mod does not need to be installed on the server (installing it there is
harmless but does nothing — servers have no HUD). Other players don't see your rings
or your timer unless they also run the mod.
Installation
With a mod manager (r2modman / Gale Mod Manager): search for
"InstancedTimer" and install. Done.
Manual: copy Plugins/InstancedTimer.dll from the package into your BepInEx
profile's BepInEx/plugins/ folder.
Usage
Timer
Walk near any location VLR manages (default: within 80 m of the entrance) - dungeons
primarily, but on servers where VLR stamps everything (its default), runestones,
graves, shipwrecks and ruins get counted down too. A single line appears in the
top-right corner of the HUD, right below the status-effect row (Rested/Wet), in the
same small text size:
- Sunken Crypt - resets in 2d 14h — the dungeon still holds its loot.
- Sunken Crypt - reset ready (regenerates on approach) — the timer has elapsed.
VLR only regenerates a dungeon when a player walks within 100 m of it after the
timer expires, so it will pop fresh the moment someone (maybe you) shows up.
Timers keep running while the server is empty (the world clock advances 24/7 while the
server process runs), and the countdown is computed from live world time — log back in
after a week and the label already reflects it.
Zone rings
Each nearby instanced dungeon (crypt, burial chamber, troll cave,...) gets a ground
ring cloned from the vanilla workbench build-circle: thin rotating dashes hugging the
terrain. Its radius is the distance VLR checks for player activity inside that
dungeon type — 45 m for sunken crypts, computed per type from the game's own dungeon
data (hypot(zoneSize.x/2, zoneSize.z/2), matching VLR's GetDungeonRadius).
Rules of thumb the ring makes visible:
- Build or die inside the ring's area (or within the small entrance zone around the
door) and that dungeon stops resetting until the pieces/tombstones are removed.
- A base on the ground outside the ring is safe and never blocks resets.
- Terrain shaping (raising/leveling) never blocks a reset, but VLR reverts terrain
within ~12 m of the entrance each time the dungeon resets.
- Rings show while you're within 100 m (VLR's own trigger distance), hide while you
are inside the dungeon, and are capped at the 4 nearest features. Ground locations
(meadow farm
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: