DevHouse3 Location ID
The location ID and world-generation details for DevHouse3 in Valheim — the biome it spawns in and how many appear per world.
About
DevHouse3 is an internal developer test house. It is not a normal world location.
Overview
DevHouse3 is a Valheim world location that spawns across multiple biomes, identified internally as DevHouse3.
World generation places up to 0 per world, with terrain constraints (altitude -1000–1000 m; terrain delta 0–2 m), and an exclusion radius of 10.92m, which is why some seeds have far more of them than others.
| Location ID | DevHouse3 |
| Max Per World | 0 |
| Min Distance | 0 m |
| Terrain | Altitude -1000–1000 m; terrain delta 0–2 m |
| Size | 10.92 |
More details
- Enabled for placement
- No
- Resolved location-content sources
- 5
- Eligible room prefabs
- 0
Possible chest loot
Acorn1 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.
Amber1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Amber Pearl1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Ancient bark1 source definition; DevHouse3 / piece_chest_blackmetal (2) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Ancient Seed1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Barley1 source definition; DevHouse3 / piece_chest_blackmetal (4) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Barley flour1 source definition; DevHouse3 / piece_chest_blackmetal (4) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Beech seeds1 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.
Birch seeds2 source definitions; DevHouse3 / piece_chest_blackmetal (location prefab); DevHouse3 / piece_chest_blackmetal (4) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Black metal1 source definition; DevHouse3 / piece_chest_blackmetal (4) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Black metal scrap1 source definition; DevHouse3 / piece_chest_blackmetal (4) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Bloodbag1 source definition; DevHouse3 / piece_chest_blackmetal (2) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Blueberries1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Boar meat1 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.
Bone fragments1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Bronze1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Bronze nails1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Bukeperries1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Carrot1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Carrot seeds1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Chain1 source definition; DevHouse3 / piece_chest_blackmetal (2) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Cloudberries1 source definition; DevHouse3 / piece_chest_blackmetal (4) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Coal1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Coins1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Cooked boar meat1 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.
Cooked deer meat1 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.
Cooked lox meat1 source definition; DevHouse3 / piece_chest_blackmetal (4) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Cooked wolf meat1 source definition; DevHouse3 / piece_chest_blackmetal (3) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Copper1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Copper ore1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Core wood1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Crystal1 source definition; DevHouse3 / piece_chest_blackmetal (3) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Dandelion1 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.
Deer hide1 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.
Deer meat1 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.
Dragon tear1 source definition; DevHouse3 / piece_chest_blackmetal (3) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Dverger circlet1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Entrails1 source definition; DevHouse3 / piece_chest_blackmetal (2) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Feathers1 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.
Fenris Claw1 source definition; DevHouse3 / piece_chest_blackmetal (3) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Fenris Hair1 source definition; DevHouse3 / piece_chest_blackmetal (3) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Fine wood1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Fishing bait1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Fishing rod1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Flax1 source definition; DevHouse3 / piece_chest_blackmetal (4) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Flint1 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.
Freeze gland1 source definition; DevHouse3 / piece_chest_blackmetal (3) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Greydwarf eye1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Grilled neck tail1 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.
Guck1 source definition; DevHouse3 / piece_chest_blackmetal (2) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Hard antler1 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.
Honey1 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.
Iron1 source definition; DevHouse3 / piece_chest_blackmetal (2) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Iron nails1 source definition; DevHouse3 / piece_chest_blackmetal (2) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Leather scraps1 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.
Linen thread1 source definition; DevHouse3 / piece_chest_blackmetal (4) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Lox meat1 source definition; DevHouse3 / piece_chest_blackmetal (4) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Lox pelt1 source definition; DevHouse3 / piece_chest_blackmetal (4) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Megingjord1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Mushroom1 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.
Neck tail1 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.
Needle1 source definition; DevHouse3 / piece_chest_blackmetal (4) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Obsidian1 source definition; DevHouse3 / piece_chest_blackmetal (3) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Onion1 source definition; DevHouse3 / piece_chest_blackmetal (3) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Onion seeds1 source definition; DevHouse3 / piece_chest_blackmetal (3) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Ooze1 source definition; DevHouse3 / piece_chest_blackmetal (2) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Pine cone1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Raspberry1 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.
Red Jute1 source definition; DevHouse3 / piece_chest_blackmetal (3) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Resin1 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.
Root1 source definition; DevHouse3 / piece_chest_blackmetal (2) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Ruby1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Scrap iron1 source definition; DevHouse3 / piece_chest_blackmetal (2) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Sharpening stone1 source definition; DevHouse3 / piece_chest_blackmetal (4) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Silver1 source definition; DevHouse3 / piece_chest_blackmetal (3) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Silver necklace1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Silver ore1 source definition; DevHouse3 / piece_chest_blackmetal (3) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Stone1 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.
Surtling core2 source definitions; DevHouse3 / piece_chest_blackmetal (1) (location prefab); DevHouse3 / piece_chest_blackmetal (2) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Tar1 source definition; DevHouse3 / piece_chest_blackmetal (4) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Thistle1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Thunder stone1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Tin1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Tin ore1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Torn spirit1 source definition; DevHouse3 / piece_chest_blackmetal (4) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Troll hide1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Turnip1 source definition; DevHouse3 / piece_chest_blackmetal (2) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Turnip seeds1 source definition; DevHouse3 / piece_chest_blackmetal (2) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Withered bone1 source definition; DevHouse3 / piece_chest_blackmetal (2) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Wolf fang1 source definition; DevHouse3 / piece_chest_blackmetal (3) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Wolf meat1 source definition; DevHouse3 / piece_chest_blackmetal (3) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Wolf pelt1 source definition; DevHouse3 / piece_chest_blackmetal (3) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Wood1 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.
Yellow mushroom1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Ymir flesh1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Yule hat1 source definition; DevHouse3 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Loot and spawner source data
Where this location can appear
World-generation limits describe eligible sites, not guaranteed locations in every seed.
- Altitude above sea level
- -1,000–1,000 m
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)