The seed is used by the game for generating the map (and maybe other things I'm not aware about). The world ID is something completely different. As the word is already telling, it's an unique identifier. Every character that enters a map will save data for that map in it's savegame (like pins, logout coordinates, etc. and the world ID). So next time the player connects to that map the game see both ID's, the one of the map and the one in the players savegame, and will load the data once the ID matches. If you want to see it yourself try out my player editor (https://www.nexusmods.com/valheim/mods/1536). Inside the tab 'Mapdata' you will see a field named 'map key'. You can enter and exit a map with a known world ID, afterwards there should be an entry inside the player savegame with the same world ID as 'map key' (I should rename it to world ID in future).
Hope it is understandable. Feel free to ask any further question.
World Settings ( difficulty, portal level, and resource multiplier ) were recently added.
Do you plan to support editing those options in the future? I'm particularly interested in the resource mult, I play with my wife and kids, and they aren't particularly good at resource gathering, so x3 falls short for us.
That's a very good question. I started working on this quite a while ago but stopped because after several hours I couldn't figure out how the World Modifiers are working in detail. Yesterday night I've got a new idea how I may could handle this. Now it's time for some research, implementing and testing. Can't give you any ETA on this, don't have that much of spare time currently.
I haven't tried this yet, but what happens if you remove a boss kill? Does it remove the head from the start runes as well as stop the progression mobs?
No, it will not remove the head. It will just decide which mobs will spawn in a random event, as you said. For a full list of those events and conditions you can take a look here, https://valheim.fandom.com/wiki/Events.
I do not know if there are any other side effects.
Cant wait to try this! I recently started a custom world with prebuilt structures and such, and it always bothered me that the game started on like day 900.
13 comments
The seed is used by the game for generating the map (and maybe other things I'm not aware about).
The world ID is something completely different. As the word is already telling, it's an unique identifier. Every character that enters a map will save data for that map in it's savegame (like pins, logout coordinates, etc. and the world ID). So next time the player connects to that map the game see both ID's, the one of the map and the one in the players savegame, and will load the data once the ID matches.
If you want to see it yourself try out my player editor (https://www.nexusmods.com/valheim/mods/1536). Inside the tab 'Mapdata' you will see a field named 'map key'. You can enter and exit a map with a known world ID, afterwards there should be an entry inside the player savegame with the same world ID as 'map key' (I should rename it to world ID in future).
Hope it is understandable. Feel free to ask any further question.
Do you plan to support editing those options in the future? I'm particularly interested in the resource mult, I play with my wife and kids, and they aren't particularly good at resource gathering, so x3 falls short for us.
Yesterday night I've got a new idea how I may could handle this. Now it's time for some research, implementing and testing. Can't give you any ETA on this, don't have that much of spare time currently.
Sad to say, the editor is currently not working with the latest version but I'm already working on an update that will hopefully drop soon.
I do not know if there are any other side effects.
that was exactly the reason why this editor was created, user @Baibaihe got a custom map with a high daycounter, too. ;)
Do not hesitate to report back if something does not work as intended.
no rush in trying out and feel free to report back if something went wrong but I think (and hope) it shouldn't. :)