Source-checkedMaps & scenarios

SeparateSpawns

by Mushroom_Vikings · for Valheim

Splits players into groups at world creation, each with its own starting area and a private portal back to the world centre. Built for large no-map servers.

50Downloads
47d agoLast updated
BepInExLoaders
ThunderstoreSource

About SeparateSpawns

From Thunderstore

Splits players into groups at world creation, each with its own starting area and a private portal back to the world centre. Built for large no-map servers.

Separate Spawns

A Valheim mod (BepInEx) that splits players into groups at world creation and gives each group its own starting area, far from the other groups, with everything needed to progress through the early game. Each group is linked back to the world center by a private portal.

Terminology used below is defined in CONTEXT.md.

Player and group configuration

  • A JSON roster in BepInEx/config/ maps each group (generic names: groupA, groupB, ...) to its members' Platform User IDs (e.g. Steam_7656...).
  • A standard BepInEx .cfg holds all tunables: score weights, radii and distances, burial chamber count, surtling core cost, layout cap, reroll cap.
  • A player not present in the roster is assigned a random group on first join; the assignment is written back into the JSON. The roster is the single source of truth for membership.
  • Spawn priority is vanilla except the final fallback: logout point first, then bed, then the player's Group Spawn (instead of the sacrificial stones).

Group Spawn placement rules

Every Group Spawn must satisfy all of the following:

  • Lies in a Meadows biome patch that touches the coast.
  • Has any Black Forest within 350m of the spawn, and at least 3 burial chambers in Black Forest within that same 350m.
  • An Eikthyr altar (Eikthyrnir) within 200m. If none exists naturally, the mod places a functional altar within 200m of the spawn, on Meadows terrain, never underwater (up to 3 placement attempts if spawn fails).
  • At least 1000m from the sacrificial stones.
  • At least 500m from every other Group Spawn.
  • Inside the world's inner 3000m radius.

Layout generation and selection

  • Candidate spawn points are enumerated on a 50m grid over the inner 3000m radius; only points passing all placement rules qualify.
  • Up to 100,000 layouts are randomly sampled (one random candidate per group, all pairwise distances >= 500m) and scored.
  • Score per layout (max 35):
  • Different islands: weight 16 (an island is a landmass surrounded by water; landmasses within 100m across water count as one island).
  • Closest-spawn separation: the layout whose closest two spawns are farthest apart gets full weight 10; the layout whose closest two are nearest gets 0; others scale linearly between those extremes.
  • Larger Meadows patches: weight 9.
  • The highest-scoring layout is applied automatically at world creation. Once any player has spawned in the world, the layout is frozen and never changes.

Infeasible seeds

  • If a seed produces zero valid layouts, the mod logs the failure (including which rule eliminated the most candidates), deletes the world, and regenerates it with a new random seed.
  • Rerolling only ever happens to a world in which no player has ever spawned, and is capped at 10 attempts. After that the mod fails loudly and players spawn vanilla at the sacrificial stones.
  • If the roster becomes unsatisfiable on a world that has already been played (e.g. a group is added mid-game), the mod fails loudly for the affected group instead of rerolling; those players spawn vanilla until the admin resolves it.

Layout report

  • Informational only; never blocks world creation.
  • After selection, the mod writes one PNG per top-10 layout plus a score summary to the plugin folder.
  • Each image shows the inner 3000m radius only: biomes, Group Spawns, burial chambers, Eikthyr altars, and the sacrificial stones, with the score breakdown.
  • Purpose: let a human verify the placement rules produce well-spread groups that won't stumble into each other early.

Group Portals

  • One portal pair per group: one end at the Group Spawn, one end at the sacrificial stones.
  • Stones-end portals are spaced evenly on a circle around the sacrificial stones (default radius 28m), at the temple plaza height.
  • If a portal fails to place, the mod retries up to 3 nearby positions.
  • Portals start inactive. A member of the owning group activates the pair permanently by interacting with the Group Spawn end while carrying 2 surtling cores (consumed; single interaction; no partial deposits; payment only at the spawn end).
  • Only members of the owning group may teleport through, enforced at both ends.
  • Portals are indestructible, their pairing is fixed (no tag editing), and vanilla item-teleport restrictions apply.

Build and install

  1. Build the project:
dotnet build SeparateSpawns.sln -c Release
  1. Copy bin/SeparateSpawns.dll to BepInEx/plugins/SeparateSpawns/ in your Valheim install (server and every client).
  1. On first run the mod creates BepInEx/config/abortipus.separatespawns.cfg and BepInEx/config/SeparateSpawns.groups.json. Edit the JSON roster with each player's Platform User ID.
  1. Optional: copy UnityEngine.ImageConversionModule.dll from Valheim's valheim_Data/Managed folder into Libs/ and add a project reference if you want PNG layout reports instead of BMP fallback images.

Runtime outputs

  • Selected layout state: BepInEx/config/SeparateSpawns/worlds/{worldUid}.json
  • Layout report images: BepInEx/plugins/SeparateSpawns/SeparateSpawns/reports/{worldUid}/
  • Seed reroll attempts: BepInEx/config/SeparateSpawns/rerolls/{worldName}.json

Highlights

From source data

Loaders

Runs on BepInEx.

Footprint

Rated a light load on a server.

Last update

Its author last shipped an update 47d ago.

SeparateSpawns 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 side
Optional on 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
0.1.1, released 2026-09-18

Game versions by loader

LoaderGame versionsNewest
BepInEx

From 2 recorded builds of SeparateSpawns.

Recent builds

BuildReleasedGame versionsLoaders
0.1.12026-09-18n/aBepInEx
0.1.02026-09-15n/aBepInEx

Dependencies

Declared by the newest build that lists any. Required ones are installed with it on one-click installs.

Run SeparateSpawns 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 catalog
Listed on Thunderstore as “Content”

Maps & scenarios

Custom maps, arenas and scenarios to play on.

Works on a server

From source side support

Thunderstore lists server-side support for SeparateSpawns as optional: it can run on a server, but isn’t required there.

Compatibility

Game
Valheim
Loaders
BepInEx
Runs on
Serveroptional on the server
Requires
One-click install needs a BepInEx server.

Verified at the source

  • ✓ThunderstoreOfficial listing, checked 2026-10-01Open ↗
  • ✓AuthorMushroom_Vikings, as published on Thunderstore
  • ✓LicenseNot published by the sourceFree

SeparateSpawns, answered

Generated from the mod’s own source data.

Do my players need to install SeparateSpawns?

Thunderstore lists server-side support for SeparateSpawns as optional: it can run on a server, but isn’t required there.

Which loaders does it support?

BepInEx.

Is it free?

Yes. SeparateSpawns is free to download from Thunderstore.

How do I add it to my Nxeon server?

Use “Add to a server” on this page, or open NxLabs from your dashboard. We install it, restart your server and switch it on.

NxLabs

Run SeparateSpawns on a Valheim server.

Deploy in about a minute from $9.99 a month, then add SeparateSpawns in one click.