TerroritySmellatory
Admin-marked multiplayer territories: set the rules in a small panel, mark the ground with Infinity Hammer, and every player's game enforces them - protection, safe/war zones, no spawns or raids, sanc
About this mod Author’s original text
TerroritySmellatory
Admin-marked multiplayer territories for Valheim 1.0. An admin sets a territory's rules in a small panel and marks the ground with Infinity Hammer, then combines territories into any shape they like. The server saves them and sends them to every player. Everyone's game then enforces them: build and chest protection for non-members, safe or war zones, no monster spawns with an optional runic barrier that holds monsters out, no raids, no skill loss, and sanctuary bonuses.
- Players need only this mod. They see territories on the map and on the ground, get an entry banner like a newly found biome, and get whatever the admin set.
- Admins also run Infinity Hammer, and only to mark territories. Nothing a player experiences depends on it.
What a territory can do
Building, door and harvest protection apply to everyone who is not a member. The owner and members are never stopped by them, and neither are server admins (configurable). Buildings cannot be damaged applies to everyone.
The runic barrier only exists while No monster spawns is on, and Keep non-members out too only while the barrier is. In the panel each is greyed while the one above it is off, and the server clears a barrier setting whose rule is off, so a hand-edited file cannot leave one switched on by itself.
| Rule | What it does |
|---|---|
| Building | Only members may place, remove, repair or dig. It works exactly like a ward: red ghost, "private zone". |
| Doors, chests & stations | Only members may use doors, chests, portals, signs, item/armour stands, fermenters, beehives and the rest of what a ward locks. |
| Harvesting | Only members may pick crops, berries and other pickables. Vanilla wards cannot do this. |
| Doors close by themselves | Off by default. A door or gate left open inside shuts after AutoCloseDelay (10 s), unless a player is within AutoClosePlayerClearance (3 m) of it, so nobody has a door shut in their face. Run by the server, so every player sees it close, and it applies whoever opened the door, members included. Drawbridges and window shutters are left alone, and so are doors that need a key. Where territories overlap, the one that governs the door's spot decides. If you press Use on a door in the moment the server is closing it, the press is dropped: press again. |
| Buildings cannot be damaged | No hit harms them: creatures, fire and every player, members and admins included. Take a piece down with the hammer instead. Weather and support still apply. |
| No monster spawns | No hostile world spawns, raid spawns, spawn points or nests. Deer, boars, birds and fish still spawn. |
| Runic barrier | Part of No monster spawns, and on by default in a new territory. Monsters cannot walk in: a hostile creature that reaches the edge is held outside it, and a blue rune shield flares where it pushes. Tamed creatures and peaceful animals pass; bosses are held too. A monster already inside is set down just outside. Arrows and spit still cross it. A combined territory has one barrier, around all its ground. |
| Keep non-members out too | With the barrier: players who are not members are held at the edge as well, with the same flare, and one already inside is set down outside. Members and the owner always pass, and so do admins while AdminsBypassProtection is on. Off by default. |
| No raids | A raid never picks a player standing inside. |
| No skill loss on death | Dying inside does not lower your skills. |
| PvP | Players choose, Forced off (a safe zone) or Forced on (a war zone). The inventory toggle locks while you are inside and your own choice returns when you leave. |
| Sanctuary effect | A status effect named after the territory, with health, stamina and eitr regen multipliers, bonus carry weight and bonus armour. |
| Entry / exit banner | Entering announces the territory the way the game announces a new biome: its name as the big title, your own text beneath it ({name} and {owner} filled in), and the discovery sound the first t
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: