Resource Regrowth

v0.8.4·Updated 2026-10-12

Server-side BepInEx plugin for Valheim 1.0 servers: brings back surtling cores, chest loot, monsters, beehives, crypt iron, cave items, terrain and whole zones in areas left alone. Vanilla clients. Re

About this mod Author’s original text

Sarkastic.gg Resource Regrowth

Source code · Report a bug · Changelog · Dedicated Simulation

A server-side BepInEx plugin for Valheim 1.0 dedicated servers.

It brings one-time world content back once an area has been left alone for a while:

  • Surtling core stands get their core back.
  • Treasure chests (never player-built ones, and never one holding something of a player's) are restocked with fresh loot, whatever was left in them replaced.
  • One-time creature spawners (dungeons, camps, caves) spawn their creature again.
  • A location regrows as a whole: a dungeon with its entrance, a camp, a village or a ruin comes

back all at once -- every core, every creature and every chest in it.

  • Terrain that players dug, raised, levelled or paved slowly returns to the land's own shape,

except around player bases and wards.

  • Location objects (off by default): destroyed objects a location or village generated -- wild

beehives in abandoned houses, for example -- are put back exactly where they stood. A muddy scrap

pile in a sunken crypt (mudpile2, add it to Prefabs) is one too: the iron comes back with the

crypt's chests and creatures, and what is left of the pile that was hit goes with it.

  • Zones (off by default): a zone players have been in is generated again by the game itself

once nobody has been near it for three days -- trees, rocks and ore deposits, bushes, pickables, the

location with its buildings, chests, creatures and dungeon, and the ground -- as if no player had

ever been there. Never at a base (a workbench); players' things stay as they are.

Players need nothing: vanilla clients work. The plugin depends on BepInEx and nothing else. It

patches one game method, and only with Zones switched on (see Zones).

Recommended with Dedicated Simulation (Sarkastic_gg/Dedicated_Simulation, GitHub), a fork of Serverside Simulations by ddormer that keeps the world simulated on the server. This plugin works on its own, but the two are made to run together: the zone reset generates a zone the way Dedicated Simulation does.

How it works

Everything handled here stays in the world when it is used up, so regrowing it only changes

the object's data. The plugin deletes and creates no objects.

| What | Depleted when | Regrown by |

|---|---|---|

| Surtling core stand | the core was taken (picked) | setting picked back to false |

| Treasure chest | vanilla filled it once, and it is now empty or a player has been near it since it was last restocked | replacing its contents with fresh loot from the chest's own loot table, as vanilla fills it when the chest is first generated |

| One-time spawner | its creature is gone | clearing the spawned link; vanilla spawns again the next time a player loads the area |

| Terrain (a zone's _TerrainCompiler) | any vertex of the zone's heightmap is modified or painted | a step every StepHours: every height change outside a protected area is divided by Divider (1.7) and dropped once below MinDelta; paint goes back to nothing once the height under it is back, except paved and cultivated ground. The data is written in the game's own format; loaded terrain reloads it and every client rebuilds the ground. |

Location objects are the one exception to "no object is created": a destroyed beehive is gone from the

world, so it is created again. Where it stood is known exactly, not guessed:

  • every location the world generated keeps a record of its position, rotation and seed, and every

village or camp keeps the position and rotation of each of its buildings;

  • the object's place follows from the location's or building's layout, the way the game placed it;
  • objects that only spawn by chance are decided by replaying the game's own roll from that seed, so

only places that really had one count.

Checked on a live world: of 169 beehive places the replay said 47 had a hive, and all 29 hives still

standing were on exactly those places (same height to the centimetre), none anywhere else.

A hive hangs under the roof of

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. 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.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. 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.

Dependencies

Install these first, or the mod will not work:

denikson-BepInExPack_Valheim

File & checksum

Filename
Resource_Regrowth-0.8.4.zip
File size
78.5 KiB