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DevHouse4 Location ID

Location IDDevHouse4

The location ID and world-generation details for DevHouse4 in Valheim — the biome it spawns in and how many appear per world.
Overview

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.

About

Location prefab from the game extraction. Placement settings do not guarantee that it appears in a particular world.

Information
Location IDDevHouse4
Max Per World0
Min Distance0 m
TerrainAltitude -1000–1000 m; terrain delta 0–2 m
Size15
Additional game data
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
Possible chest loot (126)
  • Acorn

    1 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.

  • Amber

    1 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 Pearl

    1 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 bark

    1 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 Seed

    1 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 Kit

    1 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

    1 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 flour

    1 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 seeds

    1 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.

  • Bilebag

    1 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 seeds

    2 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 Core

    1 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 Marble

    1 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 metal

    1 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 scrap

    1 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 clot

    1 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.

  • Bloodbag

    1 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 Jute

    1 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.

  • Blueberries

    1 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 meat

    1 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 fragments

    1 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

    1 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 nails

    1 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.

  • Bukeperries

    1 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.

  • Carapace

    1 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.

  • Carrot

    1 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 seeds

    1 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.

  • Chain

    1 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.

  • Cloudberries

    1 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.

  • Coal

    1 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.

  • Coins

    1 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 meat

    1 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 meat

    1 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 meat

    1 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 Meat

    1 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 meat

    1 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.

  • Copper

    1 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 ore

    1 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 wood

    1 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.

  • Crystal

    1 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.

  • Dandelion

    1 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 hide

    1 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 meat

    1 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 tear

    1 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 circlet

    1 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 Extractor

    1 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 Lantern

    1 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.

  • Egg

    1 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.

  • Entrails

    1 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.

  • Feathers

    1 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 Claw

    1 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 Hair

    1 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 wood

    1 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 bait

    1 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 rod

    1 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.

  • Flax

    1 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.

  • Flint

    1 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 gland

    1 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 eye

    1 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 tail

    1 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.

  • Guck

    1 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 antler

    1 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 Meat

    1 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.

  • Honey

    1 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.

  • Iron

    1 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 nails

    1 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 Pit

    1 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 Puffs

    1 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 scraps

    1 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 thread

    1 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 meat

    1 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 pelt

    1 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.

  • Magecap

    1 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 Carapace

    1 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.

  • Mandible

    1 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 Spring

    1 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.

  • Megingjord

    1 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.

  • Mushroom

    1 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 tail

    1 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.

  • Needle

    1 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.

  • Obsidian

    1 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

    1 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 seeds

    1 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.

  • Ooze

    1 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 cone

    1 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 bee

    1 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.

  • Raspberry

    1 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 Fish

    1 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 Jute

    1 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 Eitr

    1 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.

  • Resin

    1 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.

  • Root

    1 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 Jelly

    1 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.

  • Ruby

    1 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.

  • Sap

    1 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 hide

    1 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 iron

    1 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 Meat

    1 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 stone

    1 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.

  • Silver

    1 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 necklace

    1 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 ore

    1 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 trophy

    1 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.

  • Stone

    1 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 core

    2 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.

  • Tar

    1 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.

  • Thistle

    1 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 stone

    1 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

    1 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 ore

    1 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 spirit

    1 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 hide

    1 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 Trophy

    1 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.

  • Turnip

    1 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 seeds

    1 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.

  • Wisp

    1 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 bone

    1 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 fang

    1 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 meat

    1 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 pelt

    1 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 trophy

    1 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.

  • Wood

    1 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 mushroom

    1 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 wood

    1 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 flesh

    1 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 hat

    1 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.

Loot and spawner source data (1)
  • 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.

Command reference (2)

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