Valheim

Valheim

Stormtempter Apr 23, 2021 @ 6:21pm
spawning rules
What are they, if known? Specifically, is there anything regarding proximity to player structures? I've noticed that enemies wont spawn inside my buildings, but is that simply because of a roof or floor rule? If I built a roman Domus style building with a large open interiour will enemys have a chance to spawn in that gardeny area?

I've tried building earthen berms and tree wals with varying sucess. Mobs on the outide are stopped cold, but the strip of land between my building and the treeline, if its not like paved down, I'm pretty sure mobs are stil spawning there.

I've tended to gravitate to single structure 'tall' building designs, because large ones, or open concept areas like an estate that has a smal house, land, a barn, farm fields, etc tend to have mobs spring up within the 'perimeter'.

I'm not specifically complaining or looking for changing, I just want to know what I'm dealing with and how I can hard counter spawning. Does the radius of a Ward or Workbench prevent spawns perhaps?

I have a map that caters to children in the family, and if I can pen off, and block spawning within zones, while stil maintaining as close to a natural biome look, the better. I dont want enemies to disappear entirely, just have settlements with clear lines of 'kid stays here, stays safe, kid croses here, kid can't throw tantrum because he was warned after he dies type of thing XD'
Originally posted by Weaver:
Almost all buildables that aren't purely structure or purely cosmetic have a 20m no spawn zone, its not just workbenches.
Workbenches, furnaces, fermenters, beds, campfires, standing torches, and so on All create a 20m no spawn zone.
Things that are purely structure, like walls, doors, roofs do not. Things that are purely decoration, like banners, trophies, rugs, do not.

Note while these things prevent spawning in a 20m zone, nothing stops a mob from spawning outside the zone and then walking in.

If you are trying to make a safe villiage, then the keys would be a)anti-spawn items, and b) keep anything that draws aggro out of sight, so build a big wall and don't have any anti-spawn items visible, as many of them draw mobs who will proceed to attack them/find a way to them/destroy anything between them and the item.
The safest walls are made of raised terrain, but they take a whole lot of work, and have a higher instance overhead than structure walls.
This will keep regular spawn mobs non-aggressive as long as a player doesn't become visible and/or make loud noises.

However Raids are automatically aggressive and will come for the player if visible, and if not, will procceed to wreck everything functional in sight and everything between.

The only totally safe way is to find a small island and make sure all the land is zoned out with anitspawn items. (the exception MIGHT be raids by drakes as they fly). My main base is on one such island, and I'll even get raid warning but nothing will every show up, because it has no place to spawn in.
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Showing 1-11 of 11 comments
Lil Puppy Apr 23, 2021 @ 7:04pm 
Workbenches and supposedly fires (not torches) will prevent spawns. There's a tip that pops up once in a while during load that tells you player built things prevent spawns, but it's not entirely true.

If you want your kids to be shielded from reality, build a base on an island and bury workbenches all over the place so enemies wont spawn. Plants and animals, rocks and sticks will respawn over time regardless. This way if they leave the "safety island" they'll know they're at risk of dying.
Last edited by Lil Puppy; Apr 23, 2021 @ 7:05pm
Stormtempter Apr 23, 2021 @ 7:18pm 
Valheim Plus allows for expanded workbench radius, I'll try putting a couple around the estate and see how the spawning feels. I saw the tooltip and that led to a bit of confusion. They're classifying anything within a workbench radius as player structure essentially, rather than individually flagging and establishing anti-spawn 'collision' volumes. Saves resources on the backend.

At least that'd be my guess for how the system is/would work, lol.
The author of this thread has indicated that this post answers the original topic.
Weaver (Banned) Apr 23, 2021 @ 7:22pm 
Almost all buildables that aren't purely structure or purely cosmetic have a 20m no spawn zone, its not just workbenches.
Workbenches, furnaces, fermenters, beds, campfires, standing torches, and so on All create a 20m no spawn zone.
Things that are purely structure, like walls, doors, roofs do not. Things that are purely decoration, like banners, trophies, rugs, do not.

Note while these things prevent spawning in a 20m zone, nothing stops a mob from spawning outside the zone and then walking in.

If you are trying to make a safe villiage, then the keys would be a)anti-spawn items, and b) keep anything that draws aggro out of sight, so build a big wall and don't have any anti-spawn items visible, as many of them draw mobs who will proceed to attack them/find a way to them/destroy anything between them and the item.
The safest walls are made of raised terrain, but they take a whole lot of work, and have a higher instance overhead than structure walls.
This will keep regular spawn mobs non-aggressive as long as a player doesn't become visible and/or make loud noises.

However Raids are automatically aggressive and will come for the player if visible, and if not, will procceed to wreck everything functional in sight and everything between.

The only totally safe way is to find a small island and make sure all the land is zoned out with anitspawn items. (the exception MIGHT be raids by drakes as they fly). My main base is on one such island, and I'll even get raid warning but nothing will every show up, because it has no place to spawn in.
xao2099 Apr 23, 2021 @ 7:22pm 
I know if you build a roof over a greydwarf spawn it stops spawns till you remove roof
Weaver (Banned) Apr 23, 2021 @ 7:27pm 
Originally posted by Stormtempter:
Valheim Plus allows for expanded workbench radius, I'll try putting a couple around the estate and see how the spawning feels. I saw the tooltip and that led to a bit of confusion. They're classifying anything within a workbench radius as player structure essentially, rather than individually flagging and establishing anti-spawn 'collision' volumes. Saves resources on the backend.

At least that'd be my guess for how the system is/would work, lol.

The workbench crafting radius and no spawn radius are two separate values. I don't know if V+ changes both or only crafting.
Last edited by Weaver; Apr 23, 2021 @ 7:27pm
Stormtempter Apr 23, 2021 @ 8:34pm 
Good to know. I can't be certain, but I believe it does. Around the plains estate I placed several workbenches after increasing radius, and i did a few patrol loops kitting the kill command button, after the very first round, it kept reporting zero. Previously, even if I hit kill command seconds later after the first, it would still report at least a few new mobs that had spawned in somewhere that were killed.

I think we have a winner with workbench radius being a good deterrent to enemies spawning too near. Because I'm often using the free build command, I'm not contanstly chaining workbenches all over the place, so thats probably why mob spawns are an issue in some of my higher risk area settlements.
Frieren Apr 23, 2021 @ 11:10pm 
Somehow i had skeletons spawn inside my house ... go figure ... i have fires in there, but may need to put a work bench in there to prevent more spawns.
Wariat117 Apr 24, 2021 @ 12:02am 
there are different spawners
the ones who spawn when player is close to them (they have destroyable visible and understroyable invisible versions)

and spawners that try to spawn mobs in 40-80m radius around the player


as people said certain buildings have 20m radius of spawn preventing (the range is sphere, so keep in mind it's 3D)
https://valheim.fandom.com/wiki/Spawns
Danyel Apr 24, 2021 @ 12:43pm 
Originally posted by Stormtempter:
Valheim Plus allows for expanded workbench radius, I'll try putting a couple around the estate and see how the spawning feels. I saw the tooltip and that led to a bit of confusion. They're classifying anything within a workbench radius as player structure essentially, rather than individually flagging and establishing anti-spawn 'collision' volumes. Saves resources on the backend.

At least that'd be my guess for how the system is/would work, lol.


Last I read the expanded workbenches from valheim+ only made using tool work further away but didn't actually stop spawns in the extended range.
Last edited by Danyel; Apr 24, 2021 @ 12:44pm
BGratz (Banned) Apr 24, 2021 @ 12:53pm 
I build nearly only on Islands since a longer time, and suddenly the workbenches work as intended. I am very sure that in most cases the mobs wandered in
Wariat117 Apr 24, 2021 @ 1:08pm 
Originally posted by Danyel:
Last I read the expanded workbenches from valheim+ only made using tool work further away but didn't actually stop spawns in the extended range.
that's interesting because it's possible :D

the build range code is inside of crafting station's code (so it affects all crafting stations, not only the workbench)

while no spawn range code is in "effect area" and is totally unrelated to build range (it's there with other effects, like no monsters effect of trader and fire effects that scares boars of fire sources)
it's easy to miss, so maybe that happened?
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Date Posted: Apr 23, 2021 @ 6:21pm
Posts: 11