- Health & tool
90 health
Minimum tool tier 0
- Regrowth / next stage
Does not naturally respawn
Wood Item ID

Good, strong wood to build with.
Wood is the fundamental building material in Valheim, harvested by chopping any tree with an axe. It is required for nearly every early structure, the Workbench, and countless recipes.
Overview
Wood is a material item in Valheim. Its in-game item ID is Wood, which you can drop into the console with spawn Wood to give yourself one — append a number like spawn Wood 50 to spawn a stack.
In the in-game data it is tagged as Item drop and Material.
The spawn command requires cheats — enable them with devcommands after opening the console.
| Item ID | Wood |
| Category | Item drop |
| Subcategory | Material |
- Command reference
- spawn
Command Builder
Spawns one Wood at your location.
Example Commands
Spawns one Wood at your location.
Spawns five Wood at your location.
Spawns twenty Wood at your location.
Stats
| Type | Material |
| Weight | 2 |
| Stack size | 50 |
| Teleportable | Yes |
Related Items
Acorn
Amber
Amber Pearl
Ancient bark
Ancient Seed
Barley
Barley flour
Beech seeds
Bilebag
Birch seeds
Black metal
Black Metal Missile
Black metal scrap
Blood clot
Blood pudding
Bloodbag
Bloodgold Missile
Blue mushroom
Blueberries
Boar jerky
Boar meat
Bone fragments
Bread
Bread dough
Bronze
Bronze nails
Bukeperries
Carrot
Carrot seeds
Carrot soup
Gathering & resource nodes
Full reference16 entries
| Resource source | Possible drops | Health & tool | Regrowth / next stage |
|---|---|---|---|
90 health Minimum tool tier 0 | Does not naturally respawn | ||
90 health Minimum tool tier 0 | Does not naturally respawn | ||
60 health Minimum tool tier 2 | Does not naturally respawn | ||
1 per selection 1 per selection 1 per selection 10 selections · 100% table roll | 40 health Minimum tool tier 0 | Does not naturally respawn | |
1 per selection 1 per selection 1 per selection 10 selections · 100% table roll | 40 health Minimum tool tier 0 | Does not naturally respawn | |
1 per selection 10 selections · 100% table roll | 40 health Minimum tool tier 0 | Does not naturally respawn |
- Health & tool
90 health
Minimum tool tier 0
- Regrowth / next stage
Does not naturally respawn
- Health & tool
60 health
Minimum tool tier 2
- Regrowth / next stage
Does not naturally respawn
- Possible drops
1 per selection
1 per selection
1 per selection
10 selections · 100% table roll
- Health & tool
40 health
Minimum tool tier 0
- Regrowth / next stage
Does not naturally respawn
- Possible drops
1 per selection
1 per selection
1 per selection
10 selections · 100% table roll
- Health & tool
40 health
Minimum tool tier 0
- Regrowth / next stage
Does not naturally respawn
- Possible drops
1 per selection
10 selections · 100% table roll
- Health & tool
40 health
Minimum tool tier 0
- Regrowth / next stage
Does not naturally respawn
Destruction tables list possible drops, not guaranteed totals. Weights describe relative selection within a table. Tree, log, and rock-section drops are separate stages; resource modifiers can change yields.
Building mechanics
Full reference4 entries
| Building piece | Structural support | Weather & damage | Storage & fuel |
|---|---|---|---|
Wood 100 maximum · 10 minimum support · Does not support other pieces | No rain wear fire: Immune · frost: Immune · poison: Immune · spirit: Immune · Needs protection from Ashlands ash · Heavy snow can damage weakly supported pieces | 1 h 23 min 20 sec per fuel · 10 capacity · 13 h 53 min 20 sec from full | |
Wood 100 maximum · 10 minimum support | No rain wear fire: Immune · frost: Immune · poison: Immune · spirit: Immune · Needs protection from Ashlands ash · Heavy snow can damage weakly supported pieces | 1 h 23 min 20 sec per fuel · 10 capacity · 13 h 53 min 20 sec from full | |
Wood 100 maximum · 10 minimum support · Does not support other pieces | No rain wear fire: Immune · frost: Immune · poison: Immune · spirit: Immune · Needs protection from Ashlands ash · Heavy snow can damage weakly supported pieces | 1 h 23 min 20 sec per fuel · 10 capacity · 13 h 53 min 20 sec from full | |
Stone 1000 maximum · 100 minimum support | No rain wear blunt: Resistant · slash: Resistant · pierce: Resistant · chop: Resistant · fire: Immune · frost: Immune · poison: Immune · spirit: Immune · Needs protection from Ashlands ash · Heavy snow can damage weakly supported pieces | 1 h 23 min 20 sec per fuel · 20 capacity · 27 h 46 min 40 sec from full |
- Structural support
Wood
100 maximum · 10 minimum support · Does not support other pieces
- Weather & damage
No rain wear
fire: Immune · frost: Immune · poison: Immune · spirit: Immune · Needs protection from Ashlands ash · Heavy snow can damage weakly supported pieces
- Storage & fuel
1 h 23 min 20 sec per fuel · 10 capacity · 13 h 53 min 20 sec from full
- Structural support
Wood
100 maximum · 10 minimum support
- Weather & damage
No rain wear
fire: Immune · frost: Immune · poison: Immune · spirit: Immune · Needs protection from Ashlands ash · Heavy snow can damage weakly supported pieces
- Storage & fuel
1 h 23 min 20 sec per fuel · 10 capacity · 13 h 53 min 20 sec from full
- Structural support
Wood
100 maximum · 10 minimum support · Does not support other pieces
- Weather & damage
No rain wear
fire: Immune · frost: Immune · poison: Immune · spirit: Immune · Needs protection from Ashlands ash · Heavy snow can damage weakly supported pieces
- Storage & fuel
1 h 23 min 20 sec per fuel · 10 capacity · 13 h 53 min 20 sec from full
- Structural support
Stone
1000 maximum · 100 minimum support
- Weather & damage
No rain wear
blunt: Resistant · slash: Resistant · pierce: Resistant · chop: Resistant · fire: Immune · frost: Immune · poison: Immune · spirit: Immune · Needs protection from Ashlands ash · Heavy snow can damage weakly supported pieces
- Storage & fuel
1 h 23 min 20 sec per fuel · 20 capacity · 27 h 46 min 40 sec from full
Support depends on contact geometry and the pieces underneath. Maximum support is not a safe height in meters. Damage multipliers are before other game effects.
Processing & production
Full reference16 entries
| Station | Input | Output | Time | Fuel & capacity |
|---|---|---|---|---|
15 sec Keep the smoke outlet clear | No added fuel 25 input capacity | |||
Any one listed ingredient; do not combine partial stacks. | Pull the lever | No fuel Conversion priority 0; higher priorities run first. | ||
50 sec Burns after 1 min 40 sec total cooking | 33 min 20 sec / Wood 4 cooking slots · 10 fuel capacity | |||
50 sec Burns after 1 min 40 sec total cooking | 33 min 20 sec / Wood 4 cooking slots · 10 fuel capacity | |||
50 sec Burns after 1 min 40 sec total cooking | 33 min 20 sec / Wood 4 cooking slots · 10 fuel capacity | |||
50 sec Burns after 1 min 40 sec total cooking | 33 min 20 sec / Wood 4 cooking slots · 10 fuel capacity |
- Input
5 ×Wood
5 ×Ancient bark
5 ×Fine wood
5 ×Core woodAny one listed ingredient; do not combine partial stacks.
- Output
1 ×Coal- Time
Pull the lever
- Fuel & capacity
No fuel
Conversion priority 0; higher priorities run first.
- Input
- Output
1 ×Lox meat pie- Time
50 sec
Burns after 1 min 40 sec total cooking
- Fuel & capacity
33 min 20 sec / Wood
4 cooking slots · 10 fuel capacity
- Input
1 ×Bread dough- Output
1 ×Bread- Time
50 sec
Burns after 1 min 40 sec total cooking
- Fuel & capacity
33 min 20 sec / Wood
4 cooking slots · 10 fuel capacity
- Input
- Output
- Time
50 sec
Burns after 1 min 40 sec total cooking
- Fuel & capacity
33 min 20 sec / Wood
4 cooking slots · 10 fuel capacity
- Input
- Output
1 ×Meat Platter- Time
50 sec
Burns after 1 min 40 sec total cooking
- Fuel & capacity
33 min 20 sec / Wood
4 cooking slots · 10 fuel capacity
Times are base processing times while the station can operate. Wind, blocked smoke, shelter, skills, and world settings can change actual production.
Dropped by
Used in recipes
Antler pickaxe10 required; +4 per upgrade level
Arbalest10 required; +5 per upgrade level
Black Metal Bolt8 required; +1 per upgrade level
Black Metal Missile10 required; +1 per upgrade level
Bone tower shield10 required; +5 per upgrade level
Bronze atgeir10 required; +0 per upgrade level
Bronze axe4 required; +0 per upgrade level
Bronze buckler4 required; +1 per upgrade level
Bronze mace4 required; +0 per upgrade level
Bronze spear5 required; +3 per upgrade level
Bronze sword2 required; +1 per upgrade level
Bronzehead arrow8 required; +1 per upgrade level
Butcher Knife2 required; +0 per upgrade level
Carapace Arrow8 required; +1 per upgrade level
Carapace Bolt8 required; +1 per upgrade level
Club6 required; +0 per upgrade level
Copper knife2 required; +0 per upgrade level
Crude bow10 required; +5 per upgrade level
Early Axes4 required; +2 per upgrade level
Fire arrow8 required; +1 per upgrade level
Flint axe4 required; +0 per upgrade level
Flint knife2 required; +0 per upgrade level
Flint spear5 required; +3 per upgrade level
Flinthead arrow8 required; +1 per upgrade level
Frost arrow8 required; +1 per upgrade level
Hammer3 required; +1 per upgrade level
Hoe5 required; +1 per upgrade level
Iron atgeir10 required; +0 per upgrade level
Iron axe4 required; +0 per upgrade level
Iron Bolt8 required; +1 per upgrade level
Iron mace4 required; +0 per upgrade level
Iron sword2 required; +1 per upgrade level
Ironhead arrow8 required; +1 per upgrade level
Obsidian arrow8 required; +1 per upgrade level
Poison arrow8 required; +1 per upgrade level
Silver arrow8 required; +1 per upgrade level
Silver knife2 required; +1 per upgrade level
Silver sword2 required; +1 per upgrade level
Stone axe5 required; +0 per upgrade level
Torch1 required; +1 per upgrade level
Wood arrow8 required; +2 per upgrade level
Wood shield10 required; +5 per upgrade level
Wood tower shield10 required; +5 per upgrade level
Wooden Sword5 required; +1 per upgrade level
Biomes via creature drops
Used to build
Anvils×5
Artisan Table×10
Barrel×10
Bed×8
Beehive×10
Black Metal Chest×10
Campfire×2
Chest×10
Chopping Block×10
Cooking Station×2
Darkwood Arch×2
Darkwood Beam 2 m×2
Darkwood Beam 26°×2
Darkwood Beam 4 m×4
Darkwood Beam 45°×2
Darkwood Gate×16
Darkwood Pole 2m×2
Darkwood Pole 4m×4
Forge×10
Forge Bellows×5
Forge Tool Rack×10
Grinding Wheel×25
Hot Tub×20
Iron Fire Pit×1
Maypole×10
Roundpole Fence×1
Roundpole Gate×4
Sconce×2
Sharp Stakes×6
Shingle Roof 26°×2
Shingle Roof 45°×2
Shingle Roof 67°×2
Shingle Roof Inner Corner 26°×2
Shingle Roof Inner Corner 45°×2
Shingle Roof Inner Corner 67°×2
Shingle Roof Outer Corner 26°×2
Shingle Roof Outer Corner 45°×2
Shingle Roof Outer Corner 67°×2
Shingle Roof Ridge 26°×2
Shingle Roof Ridge 45°×2
Shingle Roof Ridge 67°×2
Sign×2
Sign×2
Smith's Anvil×5
Stakewall×4
Standing Wood Torch×2
Stonecutter×10
Tanning Rack×10
Thatch Roof 26°×2
Thatch Roof 45°×2
Thatch Roof 67°×2
Thatch Roof Inner Corner 26°×2
Thatch Roof Inner Corner 45°×2
Thatch Roof Inner Corner 67°×2
Thatch Roof Outer Corner 26°×2
Thatch Roof Outer Corner 45°×2
Thatch Roof Outer Corner 67°×2
Thatch Roof Ridge 26°×2
Thatch Roof Ridge 45°×2
Thatch Roof Ridge 67°×2
Windmill×30
Wood Beam 1 m×1
Wood Beam 2 m×2
Wood Beam 26°×2
Wood Beam 45°×2
Wood Beam 67°×2
Wood Door×4
Wood Floor 1x1×1
Wood Floor 2x2×2
Wood Gate×12
Wood Iron Beam×2
Wood Iron Beam 26°×2
Wood Iron Beam 45°×2
Wood Iron Beam 67°×2
Wood Iron Pole×2
Wood Ladder×2
Wood Ledge×1
Wood Pole 1 m×1
Wood Pole 2 m×2
Wood Roof Cross 26°×2
Wood Roof Cross 45°×2
Wood Roof Cross 67°×2
Wood Shutter×4
Wood Stack×50
Wood Stairs×2
Wood Wall×2
Wood Wall 1x1×1
Wood Wall 26°×2
Wood Wall 26°×2
Wood Wall 26° (Inverted)×2
Wood Wall 45°×2
Wood Wall 45° (Inverted)×2
Wood Wall 67°×2
Wood Wall 67° (Inverted)×2
Wood Wall Half×1
Workbench×10
Yule Tree×10
Destructible drops at
- Charred Tower Ruins 1 dvergr19 source definitions; CharredTowerRuins1_dvergr / dvergrprops_wood_pole (1) (location prefab); CharredTowerRuins1_dvergr / dvergrprops_wood_pole (2) (location prefab); CharredTowerRuins1_dvergr / dvergrprops_wood_pole (3) (location prefab); more in source tables. Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Crypt 228 source definitions; forestcrypt_entrance_large / root08 (possible dungeon room); forestcrypt_entrance_large / root11 (possible dungeon room); forestcrypt_entrance_large / root12 (possible dungeon room); more in source tables. Serialized stack ranges: 1–2. Conditions and weights are in the source tables; content is not guaranteed.
- Crypt 328 source definitions; forestcrypt_entrance_large / root08 (possible dungeon room); forestcrypt_entrance_large / root11 (possible dungeon room); forestcrypt_entrance_large / root12 (possible dungeon room); more in source tables. Serialized stack ranges: 1–2. Conditions and weights are in the source tables; content is not guaranteed.
- Crypt 428 source definitions; forestcrypt_entrance_large / root08 (possible dungeon room); forestcrypt_entrance_large / root11 (possible dungeon room); forestcrypt_entrance_large / root12 (possible dungeon room); more in source tables. Serialized stack ranges: 1–2. Conditions and weights are in the source tables; content is not guaranteed.
- Goblin Camp 2201 source definitions; gobvill_guardtower / goblin_woodwall_1m (possible dungeon room); gobvill_guardtower / goblin_pole (6) (possible dungeon room); gobvill_guardtower / goblin_pole (8) (possible dungeon room); more in source tables. Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Greydwarf camp 13 source definitions; Greydwarf_camp1 / Greydwarf_Root (location prefab); Greydwarf_camp1 / Greydwarf_Root (1) (location prefab); Greydwarf_camp1 / Greydwarf_Root (2) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Hildir cave4 source definitions; cave_shrine_start02_ice / MountainKit_wood_gate (possible dungeon room); cave_shrine_start02_ice_corridor / MountainKit_wood_gate (possible dungeon room); cave_shrine_start02 / MountainKit_wood_gate (possible dungeon room); more in source tables. Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Hildir crypt29 source definitions; forestcrypt_entrance_large / root08 (possible dungeon room); forestcrypt_entrance_large / root11 (possible dungeon room); forestcrypt_entrance_large / root12 (possible dungeon room); more in source tables. Serialized stack ranges: 1–2. Conditions and weights are in the source tables; content is not guaranteed.
- Hildir plainsfortress75 source definitions; plainsfortress_Hildir_Floor0 / goblin_trashpile (possible dungeon room); plainsfortress_Hildir_Floor0 / goblin_trashpile (1) (possible dungeon room); plainsfortress_Hildir_Floor0 / goblin_trashpile (2) (possible dungeon room); more in source tables. Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Mistlands Dvergr Boss Entrance 19 source definitions; Mistlands_DvergrBossEntrance1 / dvergrprops_stool (location prefab); Mistlands_DvergrBossEntrance1 / dvergrprops_chair (location prefab); Mistlands_DvergrBossEntrance1 / dvergrprops_table (location prefab); more in source tables. Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Mistlands Dvergr Town Entrance 159 source definitions; Mistlands_DvergrTownEntrance1 / dvergrtown_wood_beam (location prefab); Mistlands_DvergrTownEntrance1 / dvergrtown_wood_support (location prefab); Mistlands_DvergrTownEntrance1 / dvergrtown_wood_beam (1) (location prefab); more in source tables. Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Mistlands Dvergr Town Entrance 254 source definitions; dvergr_stone_corridor01 / dvergrtown_wood_pole (1) (possible dungeon room); dvergr_stone_corridor02 / dvergrtown_wood_pole (1) (possible dungeon room); dvergr_stone_room01 / dvergrtown_wood_support (possible dungeon room); more in source tables. Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Mistlands Excavation 18 source definitions; Mistlands_Excavation1 / dvergrprops_wood_stakewall (location prefab); Mistlands_Excavation1 / dvergrprops_wood_stakewall (1) (location prefab); Mistlands_Excavation1 / dvergrprops_wood_wall (location prefab); more in source tables. Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Mistlands Excavation 29 source definitions; Mistlands_Excavation2 / dvergrprops_wood_stakewall (location prefab); Mistlands_Excavation2 / dvergrprops_wood_stakewall (1) (location prefab); Mistlands_Excavation2 / dvergrprops_wood_wall (location prefab); more in source tables. Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Mistlands Excavation 33 source definitions; Mistlands_Excavation3 / dvergrprops_wood_wall (location prefab); Mistlands_Excavation3 / dvergrprops_wood_wall (1) (location prefab); Mistlands_Excavation3 / dvergrtown_wood_crane (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Mistlands Guard Tower 1 new69 source definitions; Mistlands_GuardTower1_new / dvergrprops_wood_pole (location prefab); Mistlands_GuardTower1_new / dvergrprops_wood_pole (1) (location prefab); Mistlands_GuardTower1_new / dvergrprops_wood_pole (2) (location prefab); more in source tables. Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Mistlands Guard Tower 1 ruined new51 source definitions; Mistlands_GuardTower1_ruined_new / dvergrprops_wood_pole (location prefab); Mistlands_GuardTower1_ruined_new / dvergrprops_wood_pole (1) (location prefab); Mistlands_GuardTower1_ruined_new / dvergrprops_wood_beam (6) (location prefab); more in source tables. Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Mistlands Guard Tower 1 ruined new 28 source definitions; Mistlands_GuardTower1_ruined_new2 / dvergrprops_wood_pole (1) (location prefab); Mistlands_GuardTower1_ruined_new2 / dvergrprops_wood_beam (6) (location prefab); Mistlands_GuardTower1_ruined_new2 / dvergrprops_wood_pole (8) (location prefab); more in source tables. Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Mistlands Guard Tower 2 new44 source definitions; Mistlands_GuardTower2_new / dvergrprops_wood_beam (7) (location prefab); Mistlands_GuardTower2_new / dvergrprops_wood_pole (location prefab); Mistlands_GuardTower2_new / dvergrprops_wood_pole (1) (location prefab); more in source tables. Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Mistlands Guard Tower 3 new13 source definitions; Mistlands_GuardTower3_new / dvergrprops_wood_pole (location prefab); Mistlands_GuardTower3_new / dvergrprops_wood_pole (1) (location prefab); Mistlands_GuardTower3_new / dvergrprops_wood_pole (2) (location prefab); more in source tables. Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Mistlands Guard Tower 3 ruined new11 source definitions; Mistlands_GuardTower3_ruined_new / dvergrprops_wood_pole (location prefab); Mistlands_GuardTower3_ruined_new / dvergrprops_wood_pole (1) (location prefab); Mistlands_GuardTower3_ruined_new / dvergrprops_wood_pole (2) (location prefab); more in source tables. Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Mistlands Harbour 136 source definitions; Mistlands_Harbour1 / dvergrprops_wood_pole (location prefab); Mistlands_Harbour1 / dvergrprops_wood_pole (1) (location prefab); Mistlands_Harbour1 / dvergrprops_wood_pole (3) (location prefab); more in source tables. Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Mistlands Lighthouse 1 new38 source definitions; Mistlands_Lighthouse1_new / dvergrprops_wood_pole (location prefab); Mistlands_Lighthouse1_new / dvergrprops_wood_pole (1) (location prefab); Mistlands_Lighthouse1_new / dvergrprops_wood_beam (7) (location prefab); more in source tables. Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Mountain Cave 24 source definitions; cave_shrine_start02_ice / MountainKit_wood_gate (possible dungeon room); cave_shrine_start02_ice_corridor / MountainKit_wood_gate (possible dungeon room); cave_shrine_start02 / MountainKit_wood_gate (possible dungeon room); more in source tables. Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Runestone Greydwarfs4 source definitions; Runestone_Greydwarfs / FirTree_oldLog (location prefab); Runestone_Greydwarfs / FirTree_oldLog (1) (location prefab); Runestone_Greydwarfs / FirTree_oldLog (2) (location prefab); more in source tables. Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Start Temple4 source definitions; StartTemple / RaspberryBush (location prefab); StartTemple / Bush01 (location prefab); StartTemple / Bush01 (1) (location prefab); more in source tables. Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Stone Tower 174 source definitions; StoneTower1 / goblin_woodwall_1m (8) (location prefab); StoneTower1 / goblin_woodwall_1m (9) (location prefab); StoneTower1 / goblin_woodwall_1m (10) (location prefab); more in source tables. Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Stone Tower 379 source definitions; StoneTower3 / goblin_fence (location prefab); StoneTower3 / goblin_fence (1) (location prefab); StoneTower3 / goblin_fence (2) (location prefab); more in source tables. Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Sunken Crypt 422 source definitions; sunkencrypt_new_Start1 / root08 (possible dungeon room); sunkencrypt_new_Start1 / root07 (possible dungeon room); sunkencrypt_new_Start1 / root11 (possible dungeon room); more in source tables. Serialized stack ranges: 1–2. Conditions and weights are in the source tables; content is not guaranteed.
- Troll Cave 25 source definitions; TrollCave02 / root08 (location prefab); TrollCave02 / root08 (1) (location prefab); TrollCave02 / root12 (location prefab); more in source tables. Serialized stack ranges: 1–2. Conditions and weights are in the source tables; content is not guaranteed.
- Wood Farm 16 source definitions; woodfarm_turnipfield / RaspberryBush (possible dungeon room); woodfarm_turnipfield / RaspberryBush (1) (possible dungeon room); woodfarm_turnipfield / RaspberryBush (2) (possible dungeon room); more in source tables. Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Wood House 133 source definitions; WoodHouse13 / Beech_small1 (location prefab); WoodHouse13 / Beech_small2 (location prefab); WoodHouse13 / Beech_small1 (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Pickable at locations
- Start Temple4 source definitions; StartTemple / Pickable_Branch (location prefab); StartTemple / Pickable_Branch (1) (location prefab); StartTemple / Pickable_Branch (2) (location prefab); more in source tables. Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Wood House 33 source definitions; WoodHouse3 / Pickable_Branch (location prefab); WoodHouse3 / Pickable_Branch (1) (location prefab); WoodHouse3 / Pickable_Branch (2) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Possible chest loot at
- Dev House 11 source definition; DevHouse1 / piece_chest_blackmetal (location prefab). Serialized stack ranges: 50–50. Conditions and weights are in the source tables; content is not guaranteed.
- Dev House 31 source definition; DevHouse3 / piece_chest_blackmetal (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Dev House 41 source definition; DevHouse4 / piece_chest_blackmetal (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Troll Cave 22 source definitions; TrollCave02 / TreasureChest_trollcave (location prefab); TrollCave02 / TreasureChest_trollcave (1) (location prefab). Serialized stack ranges: 10–30. Conditions and weights are in the source tables; content is not guaranteed.
Game data source
The full settings include internal fields and inactive defaults. The sections above explain the values relevant to gameplay.
Download full game settings (JSON)