DevHouse4 Location ID
Location IDDevHouse4
DevHouse4 is a Valheim world location that spawns across multiple biomes, identified internally as DevHouse4.
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 15m, which is why some seeds have far more of them than others.
Location prefab from the game extraction. Placement settings do not guarantee that it appears in a particular world.
| Location ID | DevHouse4 |
| Max Per World | 0 |
| Min Distance | 0 m |
| Terrain | Altitude -1000–1000 m; terrain delta 0–2 m |
| Size | 15 |
- Enabled for placement
- No
- Enabled for placement
- No
- Enabled for placement
- No
- Enabled for placement
- No
- Enabled for placement
- No
- Enabled for placement
- No
- Enabled for placement
- No
- Resolved location-content sources
- 6
- Eligible room prefabs
- 0
Acorn1 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.
Amber1 source definition; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Barber Kit1 source definition; DevHouse4 / piece_chest_blackmetal (4) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Barley1 source definition; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / piece_chest_blackmetal (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Bilebag1 source definition; DevHouse4 / piece_chest_blackmetal (6) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Birch seeds2 source definitions; DevHouse4 / piece_chest_blackmetal (location prefab); DevHouse4 / piece_chest_blackmetal (4) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Black Core1 source definition; DevHouse4 / piece_chest_blackmetal (6) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Black Marble1 source definition; DevHouse4 / piece_chest_blackmetal (6) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Black metal1 source definition; DevHouse4 / 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; DevHouse4 / piece_chest_blackmetal (4) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Blood clot1 source definition; DevHouse4 / piece_chest_blackmetal (6) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Bloodbag1 source definition; DevHouse4 / piece_chest_blackmetal (2) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Blue Jute1 source definition; DevHouse4 / piece_chest_blackmetal (6) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Blueberries1 source definition; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Carapace1 source definition; DevHouse4 / piece_chest_blackmetal (6) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Carrot1 source definition; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / piece_chest_blackmetal (4) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Cooked Seeker Meat1 source definition; DevHouse4 / piece_chest_blackmetal (6) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Cooked wolf meat1 source definition; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Dvergr Extractor1 source definition; DevHouse4 / piece_chest_blackmetal (6) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Dvergr Lantern1 source definition; DevHouse4 / piece_chest_blackmetal (6) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Egg1 source definition; DevHouse4 / piece_chest_blackmetal (4) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Entrails1 source definition; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / piece_chest_blackmetal (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Hare Meat1 source definition; DevHouse4 / piece_chest_blackmetal (6) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Honey1 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.
Iron1 source definition; DevHouse4 / 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; DevHouse4 / piece_chest_blackmetal (2) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Iron Pit1 source definition; DevHouse4 / piece_chest_blackmetal (4) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Jotun Puffs1 source definition; DevHouse4 / piece_chest_blackmetal (6) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Leather scraps1 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.
Linen thread1 source definition; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / piece_chest_blackmetal (4) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Magecap1 source definition; DevHouse4 / piece_chest_blackmetal (6) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Majestic Carapace1 source definition; DevHouse4 / piece_chest_blackmetal (6) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Mandible1 source definition; DevHouse4 / piece_chest_blackmetal (6) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Mechanical Spring1 source definition; DevHouse4 / piece_chest_blackmetal (6) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Megingjord1 source definition; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Queen bee1 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.
Raspberry1 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.
Raw Fish1 source definition; DevHouse4 / piece_chest_blackmetal (6) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Red Jute1 source definition; DevHouse4 / piece_chest_blackmetal (3) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Refined Eitr1 source definition; DevHouse4 / piece_chest_blackmetal (6) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Resin1 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.
Root1 source definition; DevHouse4 / piece_chest_blackmetal (2) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Royal Jelly1 source definition; DevHouse4 / piece_chest_blackmetal (6) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Ruby1 source definition; DevHouse4 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Sap1 source definition; DevHouse4 / piece_chest_blackmetal (6) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Scale hide1 source definition; DevHouse4 / piece_chest_blackmetal (6) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Scrap iron1 source definition; DevHouse4 / piece_chest_blackmetal (2) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Seeker Meat1 source definition; DevHouse4 / piece_chest_blackmetal (6) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Sharpening stone1 source definition; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / piece_chest_blackmetal (3) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Skeleton trophy1 source definition; DevHouse4 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Stone1 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.
Surtling core2 source definitions; DevHouse4 / piece_chest_blackmetal (1) (location prefab); DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Troll Trophy1 source definition; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / piece_chest_blackmetal (2) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Wisp1 source definition; DevHouse4 / piece_chest_blackmetal (6) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Withered bone1 source definition; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / piece_chest_blackmetal (3) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Wolf trophy1 source definition; DevHouse4 / 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; DevHouse4 / 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; DevHouse4 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Yggdrasil wood1 source definition; DevHouse4 / piece_chest_blackmetal (6) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
Ymir flesh1 source definition; DevHouse4 / 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; DevHouse4 / piece_chest_blackmetal (1) (location prefab). Serialized stack ranges: 1–1. Conditions and weights are in the source tables; content is not guaranteed.
- Download full source tables (JSON)
Per-source stacks, relative weights, table roll chances, respawn timers, level settings, random-branch conditions, room provenance, and excluded sources.
Advanced reference: serialized game settings include defaults and internal fields. They are not all active gameplay bonuses; numeric enum values are preserved unless explicitly decoded.
World generation ((base)_ZoneSystem, index 117)
- index
index - 117
- prefab Name
m_prefabName - DevHouse4
- prefab Hash
prefabHash - -127651465
- name
m_name - DevHouse4
- source List
sourceList - (base)_ZoneSystem
- source Sort Order
sourceSortOrder - 0
- enable
m_enable - No
- quantity
m_quantity - 0
- prioritized
m_prioritized - No
- center First
m_centerFirst - No
- unique
m_unique - No
- biome
m_biome - 0
- biome Area
m_biomeArea - 3
- group
m_group - Empty
- min Distance From Similar
m_minDistanceFromSimilar - 0
- group Max
m_groupMax - Empty
- max Distance From Similar
m_maxDistanceFromSimilar - 0
- min Distance
m_minDistance - 0
- max Distance
m_maxDistance - 0
- min Altitude
m_minAltitude - -1000
- max Altitude
m_maxAltitude - 1000
- min Distance From Center
m_minDistanceFromCenter - 0
- max Distance From Center
m_maxDistanceFromCenter - 0
- min Terrain Delta
m_minTerrainDelta - 0
- max Terrain Delta
m_maxTerrainDelta - 2
- minimum Vegetation
m_minimumVegetation - 0
- maximum Vegetation
m_maximumVegetation - 1
- in Forest
m_inForest - No
- forest Treshold Min
m_forestTresholdMin - 0
- forest Treshold Max
m_forestTresholdMax - 1
- icon Always
m_iconAlways - No
- icon Placed
m_iconPlaced - No
- interior Radius
m_interiorRadius - 0
- exterior Radius
m_exteriorRadius - 15
- clear Area
m_clearArea - No
- surround Check Vegetation
m_surroundCheckVegetation - No
- surround Check Distance
m_surroundCheckDistance - 20
- surround Check Layers
m_surroundCheckLayers - 2
- surround Better Than Average
m_surroundBetterThanAverage - 0
World generation ((base)_ZoneSystem, index 118)
- index
index - 118
- prefab Name
m_prefabName - DevHouse4
- prefab Hash
prefabHash - -127651465
- name
m_name - DevHouse5
- source List
sourceList - (base)_ZoneSystem
- source Sort Order
sourceSortOrder - 0
- enable
m_enable - No
- quantity
m_quantity - 0
- prioritized
m_prioritized - No
- center First
m_centerFirst - No
- unique
m_unique - No
- biome
m_biome - 0
- biome Area
m_biomeArea - 3
- group
m_group - Empty
- min Distance From Similar
m_minDistanceFromSimilar - 0
- group Max
m_groupMax - Empty
- max Distance From Similar
m_maxDistanceFromSimilar - 0
- min Distance
m_minDistance - 0
- max Distance
m_maxDistance - 0
- min Altitude
m_minAltitude - -1000
- max Altitude
m_maxAltitude - 1000
- min Distance From Center
m_minDistanceFromCenter - 0
- max Distance From Center
m_maxDistanceFromCenter - 0
- min Terrain Delta
m_minTerrainDelta - 0
- max Terrain Delta
m_maxTerrainDelta - 2
- minimum Vegetation
m_minimumVegetation - 0
- maximum Vegetation
m_maximumVegetation - 1
- in Forest
m_inForest - No
- forest Treshold Min
m_forestTresholdMin - 0
- forest Treshold Max
m_forestTresholdMax - 1
- icon Always
m_iconAlways - No
- icon Placed
m_iconPlaced - No
- interior Radius
m_interiorRadius - 0
- exterior Radius
m_exteriorRadius - 15
- clear Area
m_clearArea - No
- surround Check Vegetation
m_surroundCheckVegetation - No
- surround Check Distance
m_surroundCheckDistance - 20
- surround Check Layers
m_surroundCheckLayers - 2
- surround Better Than Average
m_surroundBetterThanAverage - 0
World generation ((base)_ZoneSystem, index 119)
- index
index - 119
- prefab Name
m_prefabName - DevHouse4
- prefab Hash
prefabHash - -127651465
- name
m_name - DevKitchen
- source List
sourceList - (base)_ZoneSystem
- source Sort Order
sourceSortOrder - 0
- enable
m_enable - No
- quantity
m_quantity - 0
- prioritized
m_prioritized - No
- center First
m_centerFirst - No
- unique
m_unique - No
- biome
m_biome - 0
- biome Area
m_biomeArea - 3
- group
m_group - Empty
- min Distance From Similar
m_minDistanceFromSimilar - 0
- group Max
m_groupMax - Empty
- max Distance From Similar
m_maxDistanceFromSimilar - 0
- min Distance
m_minDistance - 0
- max Distance
m_maxDistance - 0
- min Altitude
m_minAltitude - -1000
- max Altitude
m_maxAltitude - 1000
- min Distance From Center
m_minDistanceFromCenter - 0
- max Distance From Center
m_maxDistanceFromCenter - 0
- min Terrain Delta
m_minTerrainDelta - 0
- max Terrain Delta
m_maxTerrainDelta - 2
- minimum Vegetation
m_minimumVegetation - 0
- maximum Vegetation
m_maximumVegetation - 1
- in Forest
m_inForest - No
- forest Treshold Min
m_forestTresholdMin - 0
- forest Treshold Max
m_forestTresholdMax - 1
- icon Always
m_iconAlways - No
- icon Placed
m_iconPlaced - No
- interior Radius
m_interiorRadius - 0
- exterior Radius
m_exteriorRadius - 15
- clear Area
m_clearArea - No
- surround Check Vegetation
m_surroundCheckVegetation - No
- surround Check Distance
m_surroundCheckDistance - 20
- surround Check Layers
m_surroundCheckLayers - 2
- surround Better Than Average
m_surroundBetterThanAverage - 0
World generation ((base)_ZoneSystem, index 120)
- index
index - 120
- prefab Name
m_prefabName - DevHouse4
- prefab Hash
prefabHash - -127651465
- name
m_name - DevForge
- source List
sourceList - (base)_ZoneSystem
- source Sort Order
sourceSortOrder - 0
- enable
m_enable - No
- quantity
m_quantity - 0
- prioritized
m_prioritized - No
- center First
m_centerFirst - No
- unique
m_unique - No
- biome
m_biome - 0
- biome Area
m_biomeArea - 3
- group
m_group - Empty
- min Distance From Similar
m_minDistanceFromSimilar - 0
- group Max
m_groupMax - Empty
- max Distance From Similar
m_maxDistanceFromSimilar - 0
- min Distance
m_minDistance - 0
- max Distance
m_maxDistance - 0
- min Altitude
m_minAltitude - -1000
- max Altitude
m_maxAltitude - 1000
- min Distance From Center
m_minDistanceFromCenter - 0
- max Distance From Center
m_maxDistanceFromCenter - 0
- min Terrain Delta
m_minTerrainDelta - 0
- max Terrain Delta
m_maxTerrainDelta - 2
- minimum Vegetation
m_minimumVegetation - 0
- maximum Vegetation
m_maximumVegetation - 1
- in Forest
m_inForest - No
- forest Treshold Min
m_forestTresholdMin - 0
- forest Treshold Max
m_forestTresholdMax - 1
- icon Always
m_iconAlways - No
- icon Placed
m_iconPlaced - No
- interior Radius
m_interiorRadius - 0
- exterior Radius
m_exteriorRadius - 15
- clear Area
m_clearArea - No
- surround Check Vegetation
m_surroundCheckVegetation - No
- surround Check Distance
m_surroundCheckDistance - 20
- surround Check Layers
m_surroundCheckLayers - 2
- surround Better Than Average
m_surroundBetterThanAverage - 0
World generation ((base)_ZoneSystem, index 121)
- index
index - 121
- prefab Name
m_prefabName - DevHouse4
- prefab Hash
prefabHash - -127651465
- name
m_name - DevGarden
- source List
sourceList - (base)_ZoneSystem
- source Sort Order
sourceSortOrder - 0
- enable
m_enable - No
- quantity
m_quantity - 0
- prioritized
m_prioritized - No
- center First
m_centerFirst - No
- unique
m_unique - No
- biome
m_biome - 0
- biome Area
m_biomeArea - 3
- group
m_group - Empty
- min Distance From Similar
m_minDistanceFromSimilar - 0
- group Max
m_groupMax - Empty
- max Distance From Similar
m_maxDistanceFromSimilar - 0
- min Distance
m_minDistance - 0
- max Distance
m_maxDistance - 0
- min Altitude
m_minAltitude - -1000
- max Altitude
m_maxAltitude - 1000
- min Distance From Center
m_minDistanceFromCenter - 0
- max Distance From Center
m_maxDistanceFromCenter - 0
- min Terrain Delta
m_minTerrainDelta - 0
- max Terrain Delta
m_maxTerrainDelta - 2
- minimum Vegetation
m_minimumVegetation - 0
- maximum Vegetation
m_maximumVegetation - 1
- in Forest
m_inForest - No
- forest Treshold Min
m_forestTresholdMin - 0
- forest Treshold Max
m_forestTresholdMax - 1
- icon Always
m_iconAlways - No
- icon Placed
m_iconPlaced - No
- interior Radius
m_interiorRadius - 0
- exterior Radius
m_exteriorRadius - 15
- clear Area
m_clearArea - No
- surround Check Vegetation
m_surroundCheckVegetation - No
- surround Check Distance
m_surroundCheckDistance - 20
- surround Check Layers
m_surroundCheckLayers - 2
- surround Better Than Average
m_surroundBetterThanAverage - 0
World generation ((base)_ZoneSystem, index 122)
- index
index - 122
- prefab Name
m_prefabName - DevHouse4
- prefab Hash
prefabHash - -127651465
- name
m_name - DevMageRoom
- source List
sourceList - (base)_ZoneSystem
- source Sort Order
sourceSortOrder - 0
- enable
m_enable - No
- quantity
m_quantity - 0
- prioritized
m_prioritized - No
- center First
m_centerFirst - No
- unique
m_unique - No
- biome
m_biome - 0
- biome Area
m_biomeArea - 3
- group
m_group - Empty
- min Distance From Similar
m_minDistanceFromSimilar - 0
- group Max
m_groupMax - Empty
- max Distance From Similar
m_maxDistanceFromSimilar - 0
- min Distance
m_minDistance - 0
- max Distance
m_maxDistance - 0
- min Altitude
m_minAltitude - -1000
- max Altitude
m_maxAltitude - 1000
- min Distance From Center
m_minDistanceFromCenter - 0
- max Distance From Center
m_maxDistanceFromCenter - 0
- min Terrain Delta
m_minTerrainDelta - 0
- max Terrain Delta
m_maxTerrainDelta - 2
- minimum Vegetation
m_minimumVegetation - 0
- maximum Vegetation
m_maximumVegetation - 1
- in Forest
m_inForest - No
- forest Treshold Min
m_forestTresholdMin - 0
- forest Treshold Max
m_forestTresholdMax - 1
- icon Always
m_iconAlways - No
- icon Placed
m_iconPlaced - No
- interior Radius
m_interiorRadius - 0
- exterior Radius
m_exteriorRadius - 15
- clear Area
m_clearArea - No
- surround Check Vegetation
m_surroundCheckVegetation - No
- surround Check Distance
m_surroundCheckDistance - 20
- surround Check Layers
m_surroundCheckLayers - 2
- surround Better Than Average
m_surroundBetterThanAverage - 0
World generation ((base)_ZoneSystem, index 123)
- index
index - 123
- prefab Name
m_prefabName - DevHouse4
- prefab Hash
prefabHash - -127651465
- name
m_name - DevBedchamber
- source List
sourceList - (base)_ZoneSystem
- source Sort Order
sourceSortOrder - 0
- enable
m_enable - No
- quantity
m_quantity - 0
- prioritized
m_prioritized - No
- center First
m_centerFirst - No
- unique
m_unique - No
- biome
m_biome - 0
- biome Area
m_biomeArea - 3
- group
m_group - Empty
- min Distance From Similar
m_minDistanceFromSimilar - 0
- group Max
m_groupMax - Empty
- max Distance From Similar
m_maxDistanceFromSimilar - 0
- min Distance
m_minDistance - 0
- max Distance
m_maxDistance - 0
- min Altitude
m_minAltitude - -1000
- max Altitude
m_maxAltitude - 1000
- min Distance From Center
m_minDistanceFromCenter - 0
- max Distance From Center
m_maxDistanceFromCenter - 0
- min Terrain Delta
m_minTerrainDelta - 0
- max Terrain Delta
m_maxTerrainDelta - 2
- minimum Vegetation
m_minimumVegetation - 0
- maximum Vegetation
m_maximumVegetation - 1
- in Forest
m_inForest - No
- forest Treshold Min
m_forestTresholdMin - 0
- forest Treshold Max
m_forestTresholdMax - 1
- icon Always
m_iconAlways - No
- icon Placed
m_iconPlaced - No
- interior Radius
m_interiorRadius - 0
- exterior Radius
m_exteriorRadius - 15
- clear Area
m_clearArea - No
- surround Check Vegetation
m_surroundCheckVegetation - No
- surround Check Distance
m_surroundCheckDistance - 20
- surround Check Layers
m_surroundCheckLayers - 2
- surround Better Than Average
m_surroundBetterThanAverage - 0