About Idavoll
From ThunderstoreDungeon respawn for Valheim. Crypts, caves and camps rebuild on a timer, with the same layout and everything back inside.
Idavoll
Dungeons come back.
Crypts, caves, camps and towers rebuild on a timer. Chests refill, monsters return, ore is whole again, doors are shut and smashed props are standing. The layout never changes, so a crypt you have learned is still the crypt you learned.
Named for Idavoll, the field where the surviving gods gather after Ragnarok and build the world again from nothing.
> Take a world backup before the first reset. > > Idavoll deletes what a dungeon placed and lets the game build it again. That is the only way > to get a mined-out ore vein or a broken door back. Everything of yours is protected and it > refuses loudly when it is unsure, but it has not yet run for months on a busy server. > > idavoll_dryrun changes nothing and prints exactly what a reset would destroy and what it > would keep, with a reason for every survivor. Use it before you trust a reset.
Why
Valheim builds a dungeon once and never again. Loot a crypt and it stays looted for the life of the world. On a server that has run for months, the map fills up with empty rooms.
Idavoll gives every dungeon a timer. When one comes due and nobody is near it, everything inside is cleared out and the game builds the dungeon again itself.
What Resets
Out of the box, this and nothing else:
| Biome | Dungeons | |---|---| | Black Forest | burial chambers, troll caves | | Swamp | sunken crypts | | Mountains | mountain caves | | Plains | Fuling villages | | Mistlands | dvergr towns, infested mines, dvergr guard towers | | Ashlands | morgen holes, the charred fortress, fortress ruins, charred ruins, charred tower ruins |
Plus blacks7ar's OreMines mines if you run that mod. Nothing in the Deep North, which has no dungeons in Valheim 1.0.15.
Everything else stays off. Valheim counts around fourteen thousand locations in a world and almost all of them are scenery: standing stones, dolmens, ruins, wood houses, shrines. A mod that reset anything it had not been told about would slowly rebuild your whole map. So a location with no rule never resets, and deleting a rule always makes things safer rather than riskier.
Boss altars never reset, along with the Queen's and the Fader's dungeons, Hildir's content, the starting temple and Haldor's camps. Those stay off even if you turn everything else on.
Adding Your Own
idavoll_locations
Lists every kind of location in your world with a count and which rule, if any, covers it. That is where the names for new rules come from, and modded locations appear there too.
What It Will Not Destroy
Your things survive a reset. Each rule is worked out from the game itself rather than from a list of names, so modded equivalents are covered without being listed:
- Anything a player built. Walls, chests, workbenches, signs, beds.
- Portals, separately and by name, because losing one strands whoever is on the far side.
- Terrain. Every hole you dug and every path you levelled.
- Beds, tombstones and players.
- Tamed animals, including ones part way through being tamed.
- Ships and carts, and Skeid's car.
- Items on the floor, so gear where somebody died is safe.
- Trees, rocks and bushes.
- Anything you name in
protectedPrefabs.
One gap worth knowing: anything made with the spawn console command looks exactly like dungeon furniture, because the game never records who made it. If you have spawned something precious inside a dungeon, name its prefab in protectedPrefabs.
There is also a ceiling. If a reset would destroy more than maxObjectsPerReset things, it stops and tells you rather than going ahead.
Installing
It goes on the server. The whole engine runs there. A client-only install does nothing on its own.
Install it on admin clients too, for the settings. Idavoll adds a Dungeons tab to Highseat's panel, listing every dungeon with its countdown and giving you a dry run and a reset button for each.
Highseat comes down with Idavoll as a dependency. It is a client-side admin console, so on a dedicated server it simply sits there, and Idavoll runs fine without it: every setting and every command is reachable from the console either way.
Settings
Server settings live in BepInEx/config/gbv.valheim.idavoll.json and are pushed to admin clients automatically. Edit them in the Dungeons tab or in the file, whichever suits.
| Setting | What it does | |---|---| | enabled | Master switch for automatic resets. | | timeSource | WorldTime or WallClock. See below. | | defaultIntervalHours | Interval used by a rule that does not set its own. It is not a fallback for locations no rule names: those never reset. | | playerClearanceMeters | How far away everybody has to be before a dungeon may reset. | | maxObjectsPerReset | The refusal ceiling. | | maxResetsPerHour | Throttle, so a long absence does not rewrite a region all at once. | | protectDroppedItems | Keep loose items on the floor. On by default. | | skipUniqueLocations | Skip locations the game flags unique. Leave it on. It does not cover boss altars: those are held off by name instead. | | radiusMarginFactor | Widens the area a reset covers around an outdoor camp. See below. | | radiusMarginMeters | Added to that area after the factor. See below. | | protectedPrefabs | Extra prefab names never to destroy. | | rules | Which dungeons reset, and how often. |
Each entry in rules looks like this:
"Crypt*": { "enabled": true, "intervalHours": 48 },
"Hildir_*": { "enabled": false, "intervalHours": 0 }
A key is a prefab name (Crypt4), a prefix (Crypt*) or * for everything. An exact match beats the longest matching prefix, which beats *. An intervalHours of 0 falls back to defaultIntervalHours. Setting enabled to false means that location never resets, and so does having no rule at all.
The Two Margins
Highlights
From source dataLoaders
Runs on BepInEx.
Footprint
Rated a light load on a server.
Last update
Its author last shipped an update 42d ago.
Idavoll on Nxeon
From our catalogue- One-click install
- Supported on Nxeon Valheim servers, for BepInEx servers. We download it from Thunderstore, place it, and restart the server.
- Server type needed
- BepInEx
- Server load
- light
- Smallest plan we suggest
- Valheim — 4 GB (4 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 0.1.3, released 2026-09-23
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| BepInEx |
From 4 recorded builds of Idavoll.
Recent builds
| Build | Released | Game versions | Loaders |
|---|---|---|---|
| 0.1.3 | 2026-09-23 | n/a | BepInEx |
| 0.1.2 | 2026-09-21 | n/a | BepInEx |
| 0.1.1 | 2026-09-21 | n/a | BepInEx |
| 0.1.0 | 2026-09-21 | n/a | BepInEx |
Dependencies
- Required: BepInExPack Valheim
- Required: Highseat
Declared by the newest build that lists any. Required ones are installed with it on one-click installs.
Run Idavoll on a Valheim server
Pick a server or deploy a new one above; it is installed in one click.
What kind of mod it is
From the catalogQuality of life & UI
Small conveniences, tweaks and interface improvements players notice straight away.
Compatibility
- Game
- Valheim
- Loaders
- BepInEx
- Requires
- One-click install needs a BepInEx server.
Verified at the source
- ✓ThunderstoreOfficial listing, checked 2026-10-01Open ↗
- ✓AuthorGBV, as published on Thunderstore
- ✓LicenseNot published by the sourceFree




