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ZoneSavior

Automatically archiving Inactive-player structure and tamed animals per zone, zone bundle save/load/restore, player activity tracking, archive protection rules, per-zone WearNTear limits and terrain proxies that you can save in blueprints.

Client & Server

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Downloads
8
Version
1.2.8
Updated
Author
sighsorry
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Runs on
Client & Server
Required by
1 mods

Description

ZoneSavior

Automatically archiving Inactive-player structure and tamed animals per zone, zone bundle save/load/restore, player activity tracking, archive protection rules, per-zone WearNTear limits and terrain proxies that you can save in blueprints.



ZoneSavior is a Valheim server maintenance mod for zone-based cleanup, archive, restore, and build-count control.


Terrain proxies that you can save in blueprints.



Put terrain proxies and paint proxies for your blueprints!

It can:

  • archive inactive player structures into zone bundle files
  • restore saved bundles to the original place or a new zone
  • optionally reset archived source zones
  • enforce per-zone WearNTear limits from zones.yml
  • track player activity for inactive-owner cleanup
  • provide admin terrain proxy tools that can be saved in blueprints
  • provide an optional client zone UI

Files

ZoneSavior uses one BepInEx config file and one data folder:

BepInEx/config/
  sighsorry.ZoneSavior.cfg
  ZoneSavior/
    activity.yml
    zones.yml
    Diagnostics/
    ZoneBundles/
      tag_name/
        manifest.yml
        bundle001_<generation>.zonebundle.yml.gz

activity.yml stores player activity, scan state, and recent scan records. ZoneSavior reloads it conservatively at runtime: broken YAML, dirty runtime state, and active scans are ignored.

zones.yml stores zone limits and archive protection rules. Every rule must declare a non-negative limit. Steam IDs are the best long-term protection key; player names are convenient but can change.

ZoneBundles/<tag>/manifest.yml records the archive shape. Each bundleNNN_<generation>.zonebundle.yml.gz stores one source zone as a compact, gzip-compressed YAML bundle. ZoneSavior reads and writes these files directly; no manual extraction is required. New bundle files are committed by replacing the manifest only after every zone is saved successfully.

Previous manifest and bundle versions, including uncompressed legacy zone bundles, are not loaded or converted. If the original world data is still available, create a new archive from the live world with the current ZoneSavior version before restoring it.

Diagnostics/ contains YAML reports written by zs_debugzone.

Config

Config sections:

  • 01 - General
    • Lock Configuration: lets the server control synced settings.
  • 02 - ZoneSavior
    • WearNTear Save Mode: controls whether zone bundle saves include creatorless WearNTear.
    • Zone WearNTear Limit: enables zone limits from zones.yml.
    • Zone UI Toggle Hotkey: toggles the client zone overlay.
    • Build Counter Visible Seconds: controls how long the placement counter stays visible.
    • Support Fill Contact Tolerance: terrain contact capture tolerance. Source terrain must be loaded to capture exact contacts.
    • Zone Bundle Support Fill Feather Width: blend width around restored support terrain.
  • 03 - Auto Archive
    • Dry Run: report only.
    • Reset After Save: reset eligible source zones after saving.
    • Minimum Pieces Per Cluster: small clusters are skipped, or reset without save during reset runs.
    • Inactive Days: owner inactivity threshold.
    • Scan Interval Minutes: automatic scan interval. 0 disables scheduled scans.
    • Scanner Batch Size: ZDOs inspected before yielding a frame.
    • Max Zones Per Run: maximum number of zones reserved for work in one automatic scan. Failed save/reset attempts still consume this budget.
  • 04 - Terrain Tool
    • Radius: default circle radius.
    • Slope Width: default slope width.
    • Terrain Edge Softness: 0 is a hard edge, 1 is more rounded.
    • Paint Type: default paint proxy type.
    • Terrain Tool Modifier Key: modifier used with mouse wheel for terrain tool adjustments and pressed to switch Terrain Reset mode.

What Gets Archived

ZoneSavior saves player-build structures, not arbitrary world clutter.

Saved:

  • player-build WearNTear objects with normal build recipes/resource costs
  • tamed monsters with MonsterAI and Tameable
  • creator metadata when present
  • terrain support data for saved structures

Skipped:

  • players, tombstones, loose item drops, projectiles, ragdolls, fish
  • location objects and volatile world objects
  • vanilla terrain comps and most raw terrain modifiers
  • WearNTear prefabs without normal build recipes/resource costs

Auto archive candidate detection only starts from creator-linked WearNTear with creator != 0. WearNTear Save Mode = IncludeCreatorless can include nearby creatorless WearNTear during the save step, but creatorless structures alone do not make a zone eligible for inactive-owner cleanup.

Terrain Restore

ZoneSavior uses SupportFill terrain restore.

When saving a loaded zone, it samples the lower footprint of saved structures and records terrain contacts where terrain is close enough to the structure bottom. When loading, those contacts can raise or cut terrain so structures regain support.

If exact contacts are missing, ZoneSavior falls back to saved collider/footprint data and places terrain near the lowest reasonable support plane. The fallback is clamped to avoid extreme spikes.

Terrain Proxy Tools

Admin terrain tools appear in the hammer Misc tab while debug mode is enabled and the local player is an admin.

Tools:

  • ZoneSavior Terrain Proxy: fills terrain to the marker height in a circle.
  • ZoneSavior TerrainProxy Slope: place a start marker and an end marker to create a saved slope.
  • ZoneSavior Paint Proxy: stores terrain paint in a circle and previews both its circular range and affected heightmap nodes.
  • ZoneSavior Terrain Reset: resets terrain height and paint in the radius and removes intersecting terrain, slope, and paint proxies. Press the terrain-tool modifier key (Alt by default) while directly placing it to switch to Paint Only mode, which resets only paint and removes only intersecting Paint Proxy objects.

Wheel controls:

  • Terrain Proxy: wheel changes radius, modifier+wheel changes edge softness.
  • TerrainProxy Slope: modifier+wheel changes width.
  • Paint Proxy: wheel changes radius, modifier+wheel changes paint type.
  • Terrain Reset: wheel changes radius; press the modifier key to switch between Terrain + Paint and Paint Only. Deselecting the tool or leaving the world restores Terrain + Paint.

The active radius, slope width, edge softness, paint type, reset mode, and modifier hint are shown in the piece tooltip. Terrain Reset, Paint Proxy, and Paint Only Reset range outlines follow the loaded terrain surface, while Terrain Proxy keeps a flat outline at its target height. Paint Proxy and Paint Only Reset also show their exact affected-node grid. Grids above 2,048 visible nodes fall back to the circular outline instead of showing a partial grid.

Reset preflights complete loaded terrain coverage, known intersecting proxy footprints, and ownership. If any known requirement is not loaded and ready, no terrain is changed and no proxy is removed; move closer to the affected area and try again.

Terrain, paint, and slope proxies are persistent prefab objects. They can be captured by blueprint tools, then replay terrain changes when placed again.

Commands

zs_savezone

Save one source zone or a rectangular source range.

zs_savezone (x,z) tag
zs_savezone (x~x,z~z) tag

Examples:

zs_savezone (-21,-4) test_base
zs_savezone (-21~-20,-4) old_base

A manual save command accepts at most 1,024 zones. zs_savezone does not accept a target or vertical offset.

zs_loadzone

Load a saved tag.

zs_loadzone tag [to (x,z)] [offset=Y]
zs_loadzone tag restore
zs_loadzone tag source (x,z) [to (x,z)] [offset=Y]

Examples:

zs_loadzone auto_halla_c178 restore
zs_loadzone auto_halla_c178 to (-4,0)
zs_loadzone auto_halla_c178 source (-21,-4) to (10,3)
zs_loadzone test_base to (10,3) offset=2

Notes:

  • Without source, ZoneSavior loads every bundle in the tag manifest and preserves the saved shape.
  • source (x,z) loads only one saved source zone from the manifest.
  • restore loads every saved bundle back to its original source zone.
  • to (x,z) is the target anchor.
  • If to (x,z) is omitted, ZoneSavior uses the local player's current zone.
  • offset=Y adds a vertical offset after the support anchor is calculated.
  • restore does not accept to (x,z) or an offset.

zs_scan

Run the inactive-player archive scanner manually.

zs_scan [steamID] [dry|save|reset]

Examples:

zs_scan dry
zs_scan save
zs_scan reset
zs_scan 76561198000000000 dry
zs_scan steam:76561198000000000 reset

Modes:

  • dry: report candidates only.
  • save: save matching archives but do not reset.
  • reset: save matching archives and reset eligible source zones.

Without a Steam ID, inactive days, archive protection, minimum cluster size, and auto archive config apply. With a Steam ID, the scan is an admin override for that owner; mixed-owner zones are protected from targeted reset.

zs_status

Write a YAML report with recent auto archive runs.

zs_status

The console prints a short summary and the generated report path.

zs_debugzone

Write a YAML diagnostic report explaining one zone's auto archive eligibility.

zs_debugzone (x,z)

Example:

zs_debugzone (-7,12)

Reports are written under BepInEx/config/ZoneSavior/Diagnostics/.

Common Workflows

Test one save/load:

zs_savezone (-21,-4) test_base
zs_loadzone test_base to (10,3)

Dry-run inactive cleanup:

zs_scan dry
zs_status

Save inactive clusters without reset:

zs_scan save
zs_status

Save and reset inactive clusters:

zs_scan reset

Restore an archive elsewhere:

zs_loadzone auto_halla_c178 to (20,-3)

Restore an archive to its original zones:

zs_loadzone auto_halla_c178 restore

Github

https://github.com/sighsorry1029/ZoneSavior

Changelog

1.2.8 Latest
  • Breaking: Terrain proxy data now requires the new ordered-replay format; proxies and blueprints saved by earlier ZoneSavior versions are intentionally not replayed. Re-place the proxies and re-save affected blueprints.
  • Added deterministic terrain-proxy batches for direct placement, Infinity Hammer blueprint placement, and Expand World Data blueprint locations. Overlapping height, slope, and paint proxies are replayed in their original canonical application order after the complete batch is registered.
  • Added a server-coordinated single-executor terrain controller for multiplayer and dedicated servers. It validates proxy and terrain manifests and revisions, commits canonical multi-zone _TerrainCompiler data with retry checkpoints, and prevents concurrent proxy resets or zone-bundle loads from racing the active batch.
  • Reduced the initial visible placement delay by probing newly loaded replay terrain every frame during the first second, while retaining slower retries for terrain streaming and commit replication.
  • Hardened Infinity Hammer and Expand World Data integration so failed or incomplete blueprint placement cannot partially replay ZoneSavior proxies; Expand World Data ghost locations remain deferred until a player streams their terrain.
  • Terrain replay now rejects client-prepared results unless they exactly match the server-recomputed ZoneSavior proxy transition. Legacy or third-party terrain modifiers affecting the same heightmap can therefore make a batch fail closed.
  • Terrain batches fail closed: if the assigned executor disconnects before completion, restart the server world session before retrying.
1.2.7
  • Added an optional read-only admin RPC that resolves one creator player ID to its last known name from server activity data.
  • Kept integrations soft through a versioned named RPC with no direct assembly dependency and no bulk activity-registry transfer.
  • Bounded lookups to one ID per request and added server, admin, sender, world, payload, and rate-limit validation.
1.2.6
  • Terrain Reset, Paint Proxy, and Paint Only Reset range outlines now follow the loaded terrain surface; Terrain Proxy retains its flat target-height outline.
  • Reset preflight now detects known intersecting proxy ZDOs whose live objects are not loaded and aborts without changing terrain.
  • Paint grid preview now falls back to the range outline while a required heightmap is still loading.
1.2.5
  • Breaking: Removed the ZoneSaviorPaintReset prefab without a legacy alias; ZoneSaviorTerrainReset is now the single reset tool and defaults to resetting both terrain height and paint.
  • Added a terrain-tool modifier-key toggle (Alt by default) for Paint Only Reset mode, including a current-mode tooltip, TopLeft notification, and exact affected-node grid preview.
  • Reset mode returns to Terrain + Paint when the reset tool is deselected or the world is left.
  • Reset now preflights loaded terrain coverage, known intersecting proxy footprints, and ownership before changing terrain or removing proxies, preventing partial mutation when a known requirement is unavailable.
1.2.4
  • Added an exact affected-node grid preview and circular range outline for directly placed Paint Proxy tools, with an outline-only fallback for very large ranges.
  • Fixed deferred placement ghosts and early location spawning so proxy ZDOs unregister safely and terrain application retries after heightmaps become ready.
  • Fixed terrain-only proxy resets clearing unrelated terrain paint.
1.2.3
  • Breaking: Previous manifest and bundle versions are no longer loaded or converted; every zones.yml rule now requires an explicit non-negative limit.
  • Removed zones.yml version handling; the current schema is parsed directly and existing version fields are ignored.
  • Added strict save/load/restore limits, complete preflight validation, and safer coroutine, RPC, and archive failure cleanup.
  • Simplified auto-archive, terrain-tool, and bundle internals by removing redundant wrappers and co-locating code that changes together.
1.2.2
  • Improved SupportFill contact capture with actual collider and mesh support points, preventing invalid lower overlaps from hiding valid terrain contacts.
  • Moved the generic creature-removal tracker, status-effect teardown guard, and Character.OnDestroy repair to the standalone InteropFixes mod.
  • Kept stale Character and HUD cleanup local to completed zone bundle loads.
1.2.1
  • Added destructive-load preflight validation and generation-based atomic zone bundle commits.
  • Made activity reloads fully validated and atomic.
  • Reduced terrain witness payloads, repeated bundle scans, and stale recipe-index risk.
1.2.0
  • Added strict zone bundle preflight validation, safe tag paths, and atomic activity/archive commits.
  • Reduced terrain witness RPC payloads and hardened RPC sender/session handling.
  • Simplified terrain and archive internals; older zone bundle files must be re-saved.
1.1.0
  • Added runtime support grace for zones loaded with zs_loadzone, with Zone UI countdown display.
  • Improved zone bundle restore stability for tamed animals and missing prefab entries.
1.0.10
  • Allowed RCON and dedicated server zone loads/restores to use nearby ZoneSavior clients as terrain witnesses when the server has not loaded the target terrain.
1.0.9
  • Removed admin terrain tool pieces from build tables when the player is not in the allowed admin/debug state.
1.0.8
  • Added safer Expand World Data and TerrainMistile compatibility for ZoneSavior terrain proxies.
  • Cleaned watcher reload handling, terrain reset placement, and zone bundle capture/load internals.
1.0.7
  • Kept admin terrain proxy prefabs alive across scene/world reloads.
  • Sanitized dead piece table references before recipe refreshes to prevent Jotunn/Unity null-reference errors.
1.0.6
  • Added a safe text-input visibility fallback so the zone boundary overlay no longer logs repeated errors when another mod patches TextInput.IsVisible before its UI is ready.
1.0.5
  • Fixed admin terrain tools on dedicated servers with ServerDevcommands.
  • Reduced optional Infinity Hammer and WorldEditCommands compatibility noise.
  • Registered terrain tool pieces with VeiledRecipes when available.
1.0.4
  • Cleaned release packaging and synced package version from the DLL assembly version.
1.0.3
  • Added terrain proxies that can be saved in blueprints.
  • Refactored internals and cleaned up configuration.
1.0.2
  • Fixed zs_loadarchive not working on dedicated servers.
1.0.1
  • Fixed ZoneSavior commands not working for admins on dedicated servers.
1.0.0
  • Initial release.

Full version history & older downloads →

Manual installation instructions
1

Install BepInExPack Valheim

BepInExPack Valheim is required to run mods in Valheim.

Download BepInExPack Valheim 5.4.2333 · View mod page

Check out the mod page for detailed installation instructions.

2

Install ZoneSavior

This mod must be installed on both the client and the server.

Download ZoneSavior 1.2.8

Extract the ZIP and place the file(s) into the BepInEx/plugins/ folder inside your Valheim game folder.