QuietNights
Stops boss kills from sending fulings, seekers and charred into other biomes at night. They still spawn at home. Configurable per creature, set on the server and followed by every client.
About this mod Author’s original text
Quiet Nights
Killing a boss in Valheim does more than unlock the next biome: it switches on
extra creature spawns at night in the biomes you already cleared. Quiet Nights
turns those off for fulings, seekers and the charred, so a long-lived server's
starting areas do not get steadily more hostile as the group progresses.
Only away from home. Fulings still roam the Plains, seekers the Mistlands and
charred the Ashlands exactly as before, day and night. What stops is those
creatures arriving after dark in biomes you had already made safe, because
someone killed a boss.
Raids and the fixed spawners in camps and dungeons are not touched. How it works,
and why it is built the way it is, is in docs/DESIGN.md.
Installing
Needs Mushroom Sync. Install both on every
client and on the dedicated server.
Every client matters more than usual here. Valheim rolls a zone's spawns on the
client that owns the zone, not on the dedicated server, so a player without the
mod still spawns the vanilla night creatures for everyone near them.
Configuration
Settings are read from the server's BepInEx/config/mushroom.quietnights.cfg
and followed by connected clients; a client's own file is left untouched.
| Setting | Default | |
|---|---|---|
| General.Enabled | true | Master switch. Off means vanilla spawns |
| Rules.Creatures | Goblin:Plains, Seeker:Mistlands, Charred:AshLands | Prefab:HomeBiome pairs. A trailing ` matches a family of prefabs; join several home biomes with +` |
| Rules.BossKeys | defeated_* | Which global keys count as a boss kill. Only spawns that require one of these are touched |
Changes apply live, without a restart or a relog. Creatures already in the world
are left alone; night spawns walk off at dawn on their own.
Seeing what it does
quietnights dump
in the F5 console (no devcommands needed) writes every boss-gated spawn entry,
and what Quiet Nights does to each, to BepInEx/config/QuietNights.dump.txt.
Use it to find the real prefab name of a creature you want to add, and to check
a rule catches what you meant: suppressed entries are marked APPLIED.
Building
dotnet build -c Release
See docs/devops.md if the game is not where the Steam
registry says it is.
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: