#dedicated-server
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I wish I could be of more help but I'm not really comfortable poking around at VM's with an ARM processor and an x86 emulator. I might be able to tickle it a bit from a distance but it has to be a pretty long stick.
When @final current gets back, he can be more help than I can.
I understand. Thanks for the help anyway. I think I should take a break as I'm probably self-sabotaging by getting confused what I already tried between attempting different things
Have reached edge of my knowledge here too, @proven niche. Wish I had more to give here. You're definitely not the only person doing x86_64 emulation to end up with libsdl3 loading errors, @soft tree. I don't know which library is trying to load that.
I think the game is supposed to use a copy of SDL that's (statically) embedded in steamclient.so, so if you have some earlier errors indicating a failure to load the Steam client, that is more likely to be the real problem. There may just be fallback to try to dynamically load libsdl when the statically compiled functions are missing.
anything the server is saying is missing needs to be installed in the docker images os not on the host os
Dunno if it helps but on debian I needed
libatomic1
libpulse-dev
libpulse0
to get a dockerized version running, but my setup likely already has SDL3, looks like you might need to build it if there isn't an available package for alpine or whichever arm OS you are using. https://wiki.libsdl.org/SDL3/Installation
They are indeed the libraries mentioned in the manual that are required.
Running a GPortal dedicated server. We've got three different groups going as people have different work schedules. Is there a way to make the servers raids based on personal boss kills, rather than whole server gets raids based off the furthest progress?
I have these libraries indeed, but I'll try building the SDL3, thanks for linking it
It really ought to be coming from the Steam library
Yeah I don't know why it isn't, some of the issues that I've been having really feel inexplicable. For example I had absolutely no luck actually binding box86 to automatically launch applicable binaries regardless of following solutions that worked for others. (I even tried outside the Docker so I could use systemd-binfmt lol) This was at least not necessary and easy to bypass, albeit annoying.
Btw, I haven't yet had a chance to try, but I will get back with the results in a couple hours
One other thing I'm thinking of is moving to a Debian image instead of Ubuntu, as it seems like most people who were successful were running it
I did mention that I'm using FEX emulator, but I started out with box86, had some issues with it, moved to FEX, had some different issues, and yesterday went to trying box86 again. So sorry if this is all very chaotic. I am not kidding when I say I've been at this for the entire weekend
Does anyone know if PlayFab is down? Have a linux dedicated server and it was working fine earlier with crossplay (pc with gamepass), but now it wont let me connect to any server stating Log into Playfab
Just checked and it looks like Xbox Game Services are down. https://support.xbox.com/en-US/xbox-live-status
For anyone else asking, If you are playing on Xbox or PC Gamepass dedicated servers will not work since cloud saves are synced to servers via Xbox Live services. The more you know...
Thanks for sharing that info here. ๐
Hi everyone,
I have a few questions about setting up a Valheim server, and I hope this is the right place to ask.
Background Info:
I'm using an Intel NUC 7i5BNH with 16GB of RAM, running Ubuntu Desktop. I want to turn this machine into a Valheim server for me and my friends (no more than six players). After doing some research on Google, Reddit, and YouTube, I'm ready to give it a try, though Iโve noticed that some of the documentation is over a year old.
Here are my questions:
-
Linux vs. Windows: Can I run a Valheim server on Linux, or is it better to use Windows for this?
-
Mods: If we want to use mods, do I need to install them on the server side, or should each player install them on their client as well?
-
Setup Considerations: Are there any important things I should be aware of before starting the server setup?
Thanks in advance for your help!
Have a look through the Linux channel here to see what problems/issues Linux users may have had.
Generally speaking, Windows is a little easier but Linux is more efficient. So, if learning curves don't scare you, go with Linux and be ready to find and fix any minor issues that crop up. I personally prefer Linux Mint Mate distro. for my servers. It's a little friendlier than the others. There's a ton of on-line support for Linux.
Mods almost always need to go on server AND player games. Very few are just for player games and even fewer are just for the server. Have a look at thunderstore.io and the mods there are marked for 'server', 'client', or both.
Make sure you've installed the needed Linux libraries, if they're not already installed on your Linux distro, and follow the Dedicated Server .pdf manual that comes with the dedicated server download. Plus there's a lot of Youtube tutorials for setting up a Valhiem dedicated server with Linux.
I've got a dedicated server hosted on a linux server (debian, but shouldn't matter as the server itself is running inside a docker container). I most of the time cannot join in to the server because it will throw "Failed to connect" error. However sometimes it will let me join the server. I'd say 1 out of 15 tries it lets me join and it works without any issues. However most of the time it will just throw "Failed to connect". Anyone else experiencing this issue?
I've got crossplay enabled on the server and i am using linux as my desktop os.
throwing "failed to connect" on windows as well
thank you for the support. i wil be buzy with it!
If you don't need crossplay, remove it. You can check your log files to see if there's any errors there that would explain it.
I need crossplay as i play with my friends who use xbox. Also logs do not even remotely mention anything about a connected user or a unsuccessful connection attempt.
Do other players on the server have the same problem? When did the problem start for you?
And are you connecting via IP address or join code?
Nope, my friends (who use xbox) do not have this problem and they can connect without any problems. For me this problem started as soon as i launched the server for the first time. I can too sometimes join in to the server, but most of the time it throws "Failed to connect". And the logs are dead silent about any failed connection attempts.
Have tried both, same result for both. Failed to connect.
Did the server auto-update?
A possible mismatch of the game version between the server and the clients.
I mean it should be the latest version (server). The server automatically polls for new server versions in a fixed interval.
If you're coming from a mac or PC, it's worth checking your own Player.log after this happens, @dim jay. When using IP, make sure to use your external/Internet IP address (for crossplay). When using Join Code, note the code can change on each new start and even at other times. Once you've established a working connection via Join Code, you should be able to continue using the Recent or Favorite entry created from it without having to discover the new join code.
Depends on your deployment model. If you use the Steam GUI or a container with update-checking cron job, it will eventually auto-update. The clients are more likely to have updated before the server, in my experience.
For how long has this been happening?
Cause I believe I wrongly assumed it's since yesterday's new update.
And, he said it's intermittent which is puzzling. I'm guessing some kind of comm link issue but no idea where or why. Or maybe server gets too busy now and then and times out the connection.
If everyone else connected with join code but you connect via external IP and the issue is intermittent, I find it usually means server's IP address keeps changing. The recent/favorites entries created by join code are better able to follow the server's playfab ID, I've found. Definitely interested in hearing others' experiences here as I haven't used the crossplay feature for a while.
So.. I'm using G-portal for my server, and since the update, it won't work. It says "Server restart needed for update", and when I restart my server, it will not update. I can't play the game on my server.
Am I the only one with the issue? And does anyone know how to fix?
Worth hitting up their support contact if you haven't already. I wouldn't be surprised if others hit this today.
Has been happening since i started the dedicated server.
From Player.log:
ZRpc timeout detected
and
Lost connection to server:ErrorConnectionFailed
Is there a difference to how you connect to the server vs how others do it?
Routers, firewalls, etc. As well as physical distance from the server, which usually do not cause any issues but a huge latency might.
everyone connects using ip:port, don't think i have firewall very strictly configured, might check more in to that.
Also make sure you aren't using a VPN or an Internet security suite that might intercept the connection
but i am still confused on how it lets me join in to the server sometimes, it's very random and there is no any pattern on when it lets me join, it just happens. very weird.
is it in your house/pc or remote?
You are using the external ip:port to connect? Do you see any errors related to PlayFab or libparty in your Player.log?
remote server, VPS server
and runs in a docker container
You are the only pc player, and has any other pc user tried to log in?
Might be an issue with crossplay. I never used crossplay so can't help with that.
yeax external ip:port, and no mention of libparty in player.log
these are mentions of playfab at the moment of disconnect
yeah, i am the only pc player. tried to join using windows and same "Failed to connect" error.
Are you using any mods?
If not, then we narrowed it down to a crossplay issue.
They might still be having issues after yesterday.
no, just vanilla server.
Are you using Pi-hole or any other privacy/security middleware, @dim jay?
as far as i know, no.
Anyone know if there's a way on gportal to see what version # your server is running?
I thought it wuold be on the status page but I see it nowhere
If gportal gives access to server logs, it will appear within the first 200 lines of the server log when it starts.
The most recent Linux build does:
<localized datetime>: Valheim version: l-0.218.21 (network version 31)
try again if you get a moment. They finally announced at least some kind of issue: https://status.playfab.com/incidents/1jgtrx3s371s
Nope, did not fix my issue.
One thing i've noticed that every time it lets me join the server the ZRpc timeout is set to 90sec. When it throws "Failed to connect" ZRpc timesout is set to 30sec
I don't know if there's any other way to fix that without mods.
But this mod deals with that specifically.
MSchmoecker-TimeoutLimit-0.1.0
""Increases the timeout while connecting to a server to avoid disconnecting disconnect too early. Default is 90 seconds and can be changed in the config, Steam is 30 seconds, Playfab 90 is seconds in vanilla. Must to be installed on both client and server, with the same configured timeout in to work reliably.""
Tried the plugin. It indeed does raise the timeout to 90sec, but it will just wait the 90sec and then throw the same error.
So raising the timeout seconds does not seem to work.
If it happened today, it just means your game client or your server updated to the new version and the other side did not.
If you run into issues updating the server, let us know
Just finishing up work. If your server is still up and you want someone else to test+analyze, I would be happy to try it out.
what do i need to do to fix this with my server
im guessing thats what happened with me
Yep, figure out which side didn't update yet and update it ๐
If you have or use mods DO NOT UPDATE THE SERVER!
If it's a vanilla server then Update the server.
The Steam client should auto-update the game.
im pretty sure its server side but idk how to do that
mine:0.218.19 (network version 27) remote 0.218.21 (network version 31)
That's actually up-to-date. Your client looks to be the culprit this time.
but i got my game is up to date (command line from console)
How did you update your game? If command line, feel free to paste it to us.
i updated my game on steam just using the install button
im 99% sure its a server side thing that i dont know what to do
If you right-click on the game in Steam and go to Properties/Updates, what's the Build ID you see? And you restarted the game after today's update?
15416898 is the build id and i littlerly just got on today installed at <t:1724742000:R>
Looks good. Was that log you posted from the server?
yeah when i couldnt join can post the full line if needed
Nah, sorry, thought that was from your player log. You're assumptions are all correct. Time to bug your server operator ๐
so theres nothing i can do on my end
if i can i wanted get it done myself as its the middle of the night for the host and i would like to play now
Do you have any administrative access to the server, like with SSH, RDP, or VNC?
It is also possible to download the old version of the game from the steam depot and put it somewhere temporary.
i dont need the help anymore got them to fix it
Im using apex hosting for my server, anyone know how to update a server to the current version?
I should note im using bepinex valheim aswell
Do i need to reinstall bepinex after this update?
BepInEx itself rarely needs an upgrade, but any mods/plugins that BepInEx is loading might need to be upgraded.
I went through and removed each mod that was server/client side and still was getting incompatible version
Does it still say 0.218.19 since you updated?
its been updated
And you're only running mods that have been updated today?
na vanilla
I just updated my dedicated server. Before I waste a bunch of time trying to use my world save. Am I able to use saves from previous versions of Valheim in an updated server or do I have to start fresh?
Absolutely. The only time you can't is if you've explored too much of a biome which is later developed.
Everyone is asking me to ignore the shader error gpu error that occurs when I open a decoded server, does that mean all the other hosts just leave this log alone and open the server?
Everyone just ignores the shader errors as does your server. ๐
I found the issue! I was running the server with wrong user.
I'm curious about some possibilities if the server suddenly disconnects during hosting. I was opening the server with hdd and was wondering if this would be a problem. The specifications are opening with hdd of 2tb for 3060ti for 5600.
If you're worried about magnetic disk, you may see some lag when entering a new area or opening a chest, and a slower save/flush time but for most important things it shouldn't matter. You might consider increasing your save interval to reduce the amount of times the save happens unless you have concerns of power outage in your area.
Still running into the issue of bases taking multiple minutes to load In. Having to walk around to make them spawn in and hope you aren't inside of a wall of a chest when it does.
Thought that was going to be fixed with this patch?
For reference the builds I am referencing are at like 7k instances. Not even big.
And very simple aspects of the builds have deteriorating build pieces still. If you try to heal them it says they're full but shows the health empty and is unfixable.
Unmodded.
Yeah the server is up 24/7. A helping hand indeed would be great.
how do i join a community server? how to find passwords to join?
Ask them?
#1024264966712340510 Find a server you like and ask them about joining or create your own.
Hey, Iโve got a general question.
Iโm looking to adjust some settings on my dedicated server (ubuntu), like increasing the harvest rate or tweaking the combat difficulty. Anyone know the best way to do this?
Im looking in the file's but i cant see it. Do i need to use a mod like valheim plus?
Thanks in advance!
- edit fwl file by hand or open it in the game locally and change the settings but don't start the world, exit the game and upload fwl to the server
This is a terrible suggestion. They should be setting the world modifiers at launch.
i can relauch the server. it has only been online for 12 hours to test a couplf of things out.
how do i change the word modifiers . no where was there a file or step in the guide that i read to change your world modifiers
BTW i host on Ubuntu desktop
The dedicated server manual has detailed instructions. It should be in the server folder. Otherwise there's a copy pinned in this channel.
wait i do that the the nano command i think. let me dive a bit deeper
Nano is just a text editor, but yes, you can edit your launch file with that.
Oke so i can put this command : -modifier raids none Sets In the lauche options?
That should work.
nice perfect!
I do have one more qwestion. Im sorry but i am a bit of a noob (just lauched ubuntu a week ago).
How do i put it in? Because there is more then one thing i would like the change.
I think i need ot put it in like this:
-modifier raids less -modifier resources muchmore -modifier portals casual
Like adding it here?
yes that's another way of doing it.
But I prefer the first method and I think it's simpler for the most people.
Why so? We're talking about the same thing. Open the game, set modifiers close the game.
The other method - The launch command is gonna add this stuff to the fwl file every time I launch it, it works fine but I don't like how the fwl file looks after that.
But that also means i can change it on the fly right?
On the fly you can change it in the game using the console as an admin.
wait. i can do that?
i havt made my self admin yet on the server. but i can change that stuf when i give my self admin?
you need a mod that allows you to use devcommands.
JereKuusela-Server_devcommands-1.82.0
The SteamID you want is shown in your game's F2 info window.
that's it
we are all awesome. You are welcome
woop woop i got dev commands now
no i need to find the right commands
I think i am making a mistake. i cant put in any commands. i can open console now, so that is fine. I have put my steam ID in the admin list
here is my admin list. that has my name on it
or does it need to say steam_ then my steam id?
Dev commands don't work on a dedicated server without mods
i have the dev mod installed on the server side and client side
With the errors in your one post it might be broken
hmmmmm
the way with dev commands did not work
so i tried it with lauch file and it worked with that. Is it the best? no but the other one wont work
with dev commands
Can you show the list of all mods?
I tried now and everything works fine here.
You probably have a mod that breaks the console.
If you have time, you can try to use console in singleplayer without the dev-mod and I believe you will have the same problem.
You may also use AzuTerminalChecker to find out which mod is messing with the console.
OR try to run it without xAfflict-UnrestrictedPortals
i wil disable the xAfflict-UnrestrictedPortals because i dont know azuterminal cheker
be right back
btw i am getting a shit load of these messages:
Fallback handler could not load library /home/prd-01/steamcmd/valheim_server_Data/MonoBleedingEdge/x86_64//mono/aot-cache/amd64/data-0x5fc8268256d0.so
server is back online
now lets try
You can ignore that it's unimportant.
a libary of knowlege here
THATS IT!
now i can remove it from launch file
Removed the lines from the lauch file. now restarting the server and trying to change the world settings
Note that Server Devcommands will start your console with devcommands mode enabled automatically, so make sure you don't toggle them off by issuing a duplicate devcommands command.
got it thank you!
Still better than using mods, but it's up to you.
I used dev mods
im getting there ๐
i want to make [cd /home/prd-01/steamcmd ./start_server_bepinex.sh] into a auto start fucntion. but i am already happy i got this running. wil look into that later ๐
Systemd prob be best bet for making it auto start
so with the update I am unable to connect to my dedicated server, which is running on a SFF PC that is using ubuntu. When trying to connect, it states the server is using an outdate version of the game, despite trying multiple times to update through putty commands. I am a total linux/dedicated server NOOB and if anyone is willing to help, I would be hugely appreciative โค๏ธ
Sure, are you using Steam or SteamCMD to deploy the server assets?
SteamCMD
Cool. I'd say to give us the command line you're trying to use to update, then. It's usually a little thing missing
I've tried many that i've found all over the internet LOL, ranging from steamcmd app-update 896660 validate, to /home/steam/.local/share/Steam/steamcmd/steamcmd.sh +login anonymous +force_install_dir /home/steam/.local/share/steam +app_update 896660 validate +exit
every time I update, it seems to be successful or says the app doesnt need an update (though it did download the first time), but the client PC still says the server is not up to date.
I think the setkey and setworldmodifier devcommands are both allowed in vanilla Valheim client+server if you're an admin, actually. No mods needed. Plenty of neat extras the mod brings, either way. CC @viscid tusk.
Remove validate.
this is what it says: steam@ubuntu-valheim:~$ steamcmd app_update 896660
Redirecting stderr to '/home/steam/.local/share/Steam/logs/stderr.txt'
Logging directory: '/home/steam/.local/share/Steam/logs'
[ 0%] Checking for available updates...
[----] Verifying installation...
UpdateUI: skip show logoSteam Console Client (c) Valve Corporation - version 1721172922
-- type 'quit' to exit --
Loading Steam API...OK
If i do it inside of the steam API or whatever it's called, it does this: Steam>app_update 896660
ERROR! Failed to request AppInfo update, not online or not logged in to Steam.
Steam>login anonymous
Connecting anonymously to Steam Public...OK
Waiting for client config...OK
Waiting for user info...OK
Steam>app_update 896660
Success! App '896660' already up to date.
Based on a prior message, if I assume /home/steam/.local/share/steam is the forced install dir for the server, what do you see if you:
grep buildid /home/steam/.local/share/steam/steamapps/*.acf
do that in steam api?
In a Linux shell
Steam>grep -r buildid /home/steam/.local/share/steam/steamapps/*.acf
Command not found: grep
Steam>^C
steam@ubuntu-valheim:~$ grep -r buildid /home/steam/.local/share/steam/steamapps/.acf
grep: /home/steam/.local/share/steam/steamapps/.acf: No such file or directory
steam@ubuntu-valheim:~$
What is your forced install dir?
I think it's this? /home/steam/.local/share/Steam/steamapps/common/Valheim dedicated server
grep buildid /home/steam/.local/share/Steam/steamapps/*.acf
grep buildid '/home/steam/.local/share/Steam/steamapps/common/Valheim dedicated server/steamapps'/*.acf
Hopefully one of those gives what you want
steam@ubuntu-valheim:~$ grep buildid /home/steam/.local/share/Steam/steamapps/*.acf
"buildid" "15416908"
That is the correct one, the build from yesterday, so if you are running the server installed in that directory, it may very well be up to date. If you have the server logging, look for a line like:
โฆ Valheim version: l-0.218.21 (network version 31) within the first few hundred lines. If you haven't restarted the server following the upgrade, you'll certainly need to do that. If all that checks out, consider it could be your client that is out of date, or it could be your client is subscribed to the public test branch.
how do I see if the server is logging?
or how do I verifiy that the server is running from that location instead of from some other location?
How are you launching the server? A systemd unit? A docker container wrapping the server? tmux or screen session and running the shell script?
fair question indeed, i would tell you if I knew LOL
I followed this guide: https://gameplay.tips/guides/9765-valheim.html
Cool, that guide has you create a systemd unit. Open the file at /etc/systemd/system/valheim.service to see the location of the server it launches.
With systemd managing the service, this would be a typical way to restart it following an upgrade of the server assets:
sudo systemctl restart valheim
[Unit]
Description=Valheim service
Wants=network.target
After=syslog.target network-online.target
[Service]
Type=simple
Restart=on-failure
RestartSec=10
User=steam
WorkingDirectory=/home/steam/valheim
ExecStart=/home/steam/valheim/start_valheim.sh
[Install]
WantedBy=multi-user.target
By that you didn't do an update to the server you installed a new one in a different location by the steamcmd you uses to try and update it
oof
So it looks like it's using the Valheim installed in /home/steam/valheim. You'll want to make sure you update that with your SteamCMD (e.g. +force_install_dir /home/steam/valheim)
Looking at the guide you posted's systemd unit, they aren't using Iron Gate's recommended signal for stopping the server. I highly recommend adding KillSignal=SIGINT and TimeoutStopSec=30 inside of the [Service] section.
If it's your first time restarting the server, I recommend waiting for a save interval to pass since your last activity in it just in case.
You should of ran the same command from the guide you used to install it to do the update /home/username/.steam/steamcmd/steamcmd.sh +login anonymous +force_install_dir /home/steam/valheim +app_update 896660 +exit
It seems like this is completely F*ed
I was so happy when it was working, I guess I did it all wrong as usual and now everyone will be mad at me lol
Not totally. It sounds like you've had a running server with these steps so far, so that's great. All that is left is:
- Fix
/etc/systemd/system/valheim.serviceto have the safer kill signal and stop timeout. - Update the Valheim installation in
/home/steam/valheimusing SteamCMD - Restart the server with
sudo systemctl restart valheim
Ok so valheim.service should look like this right?: [Unit]
Description=Valheim service
Wants=network.target
After=syslog.target network-online.target
[Service]
Type=simple
Restart=on-failure
RestartSec=10
User=steam
WorkingDirectory=/home/steam/valheim
ExecStart=/home/steam/valheim/start_valheim.sh
KillSignal=SIGINT
TimeoutStopSec=30
[Install]
WantedBy=multi-user.target
That looks better to me. I might go so far as TimeoutStopSec=60 if you have a slower system. You want it to have time to flush the in-memory world changes to disk.
Sigint is not the right way of doing it from the system side, sigterm is witch is default for systemd. Sigint is only posed to be a user input term single
SIGINT is Iron Gate's recommendation to ensure the world DB is flushed to disk. It is the correct way to trigger a graceful shutdown in Valheim. It's precisely because systemd defaults to SIGTERM that you need to override it in your unit definition.
Sigint is there recommend because it's done by the user, system done sigterm is a graceful shut down just like sigint
How do I update the correct directory?
if the process follows typical Unix, Linux, and POSIX practices, yes. Valheim does not. If you don't like it, I recommend voting here:
https://valheimbugs.featureupvote.com/suggestions/159711/dedicated-server-does-not-save-world-on-sigterm
Dedicated Server does not save world on SIGTERM - Valheim Bugs
/home/steam/.local/share/Steam/steamcmd/steamcmd.sh +login anonymous +force_install_dir /home/steam/valheim +app_update 896660 validate +exit
/home/steam/.local/share/Steam/steamcmd/steamcmd.sh +login anonymous +force_install_dir /home/steam/valheim +app_update 896660 validate +exit
Redirecting stderr to '/home/steam/.local/share/Steam/logs/stderr.txt'
Logging directory: '/home/steam/.local/share/Steam/logs'
[ 0%] Checking for available updates...
[----] Verifying installation...
UpdateUI: skip show logoSteam Console Client (c) Valve Corporation - version 1721172922
-- type 'quit' to exit --
Loading Steam API...OK
Connecting anonymously to Steam Public...OK
Waiting for client config...OK
Waiting for user info...OK
Please use force_install_dir before logon!
Update state (0x3) reconfiguring, progress: 0.00 (0 / 0)
Update state (0x3) reconfiguring, progress: 0.00 (0 / 0)
Update state (0x61) downloading, progress: 22.78 (400990156 / 1760208159)
Update state (0x61) downloading, progress: 46.38 (816424324 / 1760208159)
Update state (0x61) downloading, progress: 67.73 (1192268700 / 1760208159)
Update state (0x61) downloading, progress: 89.97 (1583683719 / 1760208159)
Update state (0x61) downloading, progress: 91.64 (1613103575 / 1760208159)
Update state (0x61) downloading, progress: 94.99 (1672096183 / 1760208159)
Update state (0x61) downloading, progress: 99.19 (1745878463 / 1760208159)
Update state (0x81) verifying update, progress: 8.31 (146277852 / 1760208159)
Update state (0x81) verifying update, progress: 40.86 (719298348 / 1760208159)
Update state (0x81) verifying update, progress: 77.23 (1359484876 / 1760208159)
Success! App '896660' fully installed.
it still says incompatible version ๐ญ
You restarted with the systemctl command?
I had stopped valheim before updating using sudo systemctl stop valheim, then did sudo systemctl start valheim after updating
grep buildid /home/steam/valheim/steamapps/*.acf
steam@ubuntu-valheim:~$ grep buildid /home/steam/valheim/steamapps/*.acf
"buildid" "15416908"
this is what the client PC shows:
oh wait, it's working!
Good deal ๐
I restarted valheim on the server and the client and now it works lol
The client may have had cached metadata from the server or something. Glad it's working for ya now. Per that warning from SteamCMD, make sure to swap the force install dir part as it suggests the next time you have to do this, i.e.:
/home/steam/.local/share/Steam/steamcmd/steamcmd.sh +force_install_dir /home/steam/valheim +login anonymous +app_update 896660 validate +exit
looks like it didn't end up mattering this time around.
As an optional last step, you could try to find all the extra installs of Valheim dedicated server you made in all your prior steamcmd attempts and clean them up ๐
honestly, does it matter as long as there is just one valheim.service? Im sure it's taking disk space but that's not an issue really
Correct, if the one that your systemd unit points to is working, the others aren't involved
BTW, I don't remember if the server logs to stdout/stderr by default, but if so you might be able to find server logs via journalctl, e.g. journalctl -u valheim.service should you need to troubleshoot your server in the future.
ooh that gives a bunch of info lol
@final current, thank you SO MUCH for your time. I know you didn't have to help, but I appreciate it more than you know. My whole family has been playing on this server lol and we're really enjoying it.
DM me external IP:port or the server's latest join code from logs and I'll hit it when I'm next able.
Sorry, Vendys. It's an English chat per #rules-and-info. I don't know any ฤesky Valheim communities to recommend :/
Today we are recieving the message " the server is running an older version of valheim" when we try to connect to our dedicated server. I have loaded steam on the server pc and checked, the only downloads is a valheim server update qued for sept. 7. Should I go ahead and download this server update now and will that satisfy the version error?
The game updated two days ago, you'll need to update it, yes.
I did run the game on the server pc and it ran fine, but it is looking for the server update that is in que? I'm sorry for the noob questions, these updates mess with me ๐
Ok thank you Derek, I will run that server update
That did the trick, Thank you Derek
No worries. Enjoy!
Well that didn't help... But copying steamclient.so and renaming it to libSDL3.so.0 worked to get rid of the error xd Didn't get the server working though
It seems to me that it's currently impossible to get crossplay working using box86...
My advice to anyone attempting this: don't, just dig up your old computer or something... But if you do, and somehow succeed, let me know
I'm not sure if the people who got it running on a raspberry pi are using crossplay or not ๐
I've looked around and most people are not
haven't been able to find anyone who did and said it worked
Hello! I wanna play with my friends, And we need to do dedicated serwer, someone have a good website with good Ping ?
Hi! Unfortunately here is not a good place to get paid hosting recommendations (see channel description)
You should be able to find game hosting companies' reviews on line. Select one based on price, location, and your support needs. Read the customer reviews.
If your looking for a really cool active server Dm me if interested yes is modded ๐ค๐๐ค
Wrong channel. Use #1024264966712340510.
Good evening everyone. I am combatting an issue with my Valheim server. Please let me quickly explain;
It's a dedicated server that had to be moved to another machine recently.
All files and setting are the same, just on the server I updated to the newest patch of Valheim and updated my mods.
Now, I can launch the game normal with the (updated) mods I use on my client (including 0.218.21). But on my dedicated server it throws an error.
This is my other, old version and pre-updated servers log file:
And my newer logs file, after updating:
here
The only of these errors I haven't seen before is this:
[ALLOC_TEMP_TLS] TLS Allocator
StackAllocators :
[ALLOC_TEMP_MAIN]
Peak usage frame count: [2.0 MB-4.0 MB]: 1 frames, [4.0 MB-8.0 MB]: 1 frames
Initial Block Size 4.0 MB
Current Block Size 7.9 MB
Peak Allocated Bytes 7.9 MB
Overflow Count 20
[ALLOC_TEMP_Job.worker 30]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Loading.PreloadManager]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 198.3 KB
Overflow Count 8
[ALLOC_TEMP_Background Job.worker 3]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 339 B
Overflow Count 0
[ALLOC_TEMP_Background Job.worker 4]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 339 B
Overflow Count 0
Those don't look like errors?
They weren't there before though and the are what the server will "loop" on.
Also in the past "Background loading budget" was set to medium or high, now it's set to low.
I'd try downgrading Valheim version but that doesn't look too easy atm.
Any ideas how I could find the issue?
I greatly appreciate any input!! โค๏ธ
Well definitely start by removing your mods and making sure they weren't responsoble.
Just weird because normally when I test a new patch with updates mods before on my client before I update the server, and everything works, that's a good sign.
I might compare server log files to my client's ones.
This snippet may have happened after the real error. Do you have earlier messages from the failed session? That TLS allocator list at the end is just a printout you get when the program knows it's exiting.
I'll just give you the full log. I think it starts looping after a while. I am currently comparing to what's happening when I start my other, non-updated server...
Thank you for the info about the TLS alloc
All these shader warnings are present on the working server btw. No idea why it throws them but it never seemed to have an effect.
The kg.Marketplace config parsing error would be my first concern. Could be the config is missing in your copy, or a mod upgrade isn't aligned with upgrades for another plugin the mod depends on. I'll mirror @knotty oracle's suggestion of pruning mods to test. Shader errors are normal during headless operation due to parts of the app not being headless-aware. As far as anyone knows, it's not a source of major issues. I don't know about the fallback handler errors. They could be normal and happen to be seen after BepInEx increases logging verbosity of the CLI runtime.
Alright, thanks a lot, Iโll try and go about it that way! I guess the most efficient way to test mods would be removing them one by one and observing any changes?
Either that or starting fresh and adding back in one-by-one.
this is not an error its mem stats that get shown after server shutdowns
how much money can you buy a server for a month that can support 10 players at any time?
@river mantle Hi, I always use gtxgaming for game servers. Currrently I have Valheim for 11.65 - little uner 12 eur
*under
thanks bro, what is their support?
I use only basic support model - free with hosting and I always got response in 1-2 hours. With Valheim, I tried to install server control via Discord. I found mistake in documentation, send ticket and in 30 minutes there was upate in their docu.
ty brio
I'm planning to make a community server like people play minecraft, so I'm planning to make a server with seasons on Valheim, my team is 4 players, I know people where there are 4 and a couple of small teams, we need to make a common server where everyone would play and fuck each other , of course solo players could also find their place there|
sry for bad english
@river mantle: I'm doing the same :-) Right now I'm in phase of looking for players.
@river mantle Currently I'm mostly interested in filling the server to see how much resources it will take.
with 1-4 people it was 1,8 - 2,2 gb ram. up to 8GB is with base hosting
*is free
With some knowledge you can pretty much rent a VPS for 4 EUR monthly and put up a dedicated server. Valheim is client side mostly so the server dont require to much power. Wich means the player own the chunk also host that chunk, its why when you play 10 people and someone with a bad computer owning the chunk can make the gameplay feel weird.
Hi thanks for response.
But that "weirdness" is mitigated by both dedicated server on gamehosting and VPS, or not? I thought it's only when you "launch your world as server" from ingame menu, and also playing on it instead of launching it as headless dedicated server.
I checked briefly some vps options and I'm planning revisit in a 6-12 months. Depending on how far this little Valheim project will go.
I want to finish first playthrough in my current world (hopefully with some other vikings) and after Fader, I'll keep it as "creative" with lowered difficulty.
At the same time launch more challenging one with configs for mods CreatureLevelControl, CustomRaids and PassivePowers fine tuned based on experimenting in the first world :-D
Do you have full control over OS or ssh as user with set of privileges? And better question: how many worlds and players per world can VPS at that price support?
My top goal while on gamehosting is to try out valheim+ to increase number of players and monitor server usage to decide what next.
Can anyone explain how to add multiple modifiers at dedicated server? I add -modifier portals casual -modifier resources more to start_server.sh but in game menu I see only portal modifier
Well, I found out that resource modifier actually work but not appear in server description
However you end up with your game hosting, your top goal should not involve the use of the ValheimPlus mod. It's deprecated and tends to cause problems. Replace it with other up to date mods from thunderstore.io.
Hello lovely peeps. I have encountered an issue that I have no clue how to fix. I host a server (gportal) and 3 of us play with no problem until today. They can get in to the server but I can NOT. I get a failed connection (Incompatible version) would any of you know how I can fix it?
I should mention I can get on my personal world just fine, just not the server
Ok so after closing multi times and restarting my pc twice I was finally able to get it to load properly...smh
Odd... Might have been a loose nut on the keyboard. That happens to me a lot.
or the loose nut behind the keyboard aka ME LOL
ty bro, but idn where to buy vps with normal support
What support do you expect?
Servers can't be 0.218.21 ?
a friend has setup a server and we can't connect to it, but she can't update it further than 0.218.15
When you say she can't update it, is she seeing error messages? How is she attempting the upgrade?
I'm not sure
it says the update succeeded, but it only starts 0.218.15
Alright, well 0.218.21 is indeed the latest server version on the regular branch. It's possible they have multiple install dirs and are only launching from an out-dated one, or possible the server isn't fully restarting. If she's using SteamCMD to deploy the server, she's welcome to stop by here and troubleshoot with us
It's also possible that local client or crossplay relay has cached the server metadata. Restarting the client or waiting a few minutes may be enough to refresh that.
I'm doing this with an ubuntu machine via ssh
Cool. Feel free to paste us the command line you're using. You can obfuscate/redact any personal details from it.
I've been using the command given on the server wiki
#!/bin/sh steamcmd +@sSteamCmdForcePlatformType linux +force_install_dir /path/to/server +login anonymous +app_update 896660 -beta public validate +quit
The path I'm using appears to be correct
the command is successful, but the version is still 218.15
Command looks OK. So /path/to/server matches the server you're launching on startup?
I was trying to do it with an absolute path. I'm trying again with just ./ since it is in the same directory
That fixed it
Is there any way for me to allocate more resources to my valheim server so that performance increases for everyone?
@proven niche do you know why non-crossplay realms in serverlist lacks meta data? like, it says offline and only shows its ip:port, still connectable though of course
I did not enable crossplay for my server and metadata isn't an issue
Outside of crossplay, the only other way server metadata is conveyed is via a Valve A2S port, and this port only listens for requests when the -public argument is used, unfortunately.
the public argument is set for all the realms ๐ตโ๐ซ port opened on range from 2467-2473
I can confirm your metadata ports are working when accessing raw, but also didn't see metadata in the game UI. Any Steam-related error messages in the server log?
The number has no bearing on when the game will be released.
no steam errors showing in server log ๐ฆ
could it be something with having multiple realms on same ip?
its different ports tho
I don't know, but my guess is that it's unrelated to IP. I'm not seeing them on the Community list either. My next guess would be one of the characters in the name is not being allowed. I would try again with the bullet (โข) removed and consider the ร as well.
The one that works has a bullet so idk
That one is working via PlayFab matchmaking, but not Steam's it would seem
There is an ascii code for a bullet, but not ร
Maybe the metadata is restricted to ascii characters
Could be
There is one for the lower case รก tho
any body looking for another player for liek 6 oy 7 hours a week?
is the latest dedicated server broken? I've hosted before but my friend and I just started a new world and I threw it up on a server this morning but I get the incompatible version error
looked above and seen some other people had issues too
If the latest dedicated server was broken, you'd be seeing a lot more posts about it in here. Your error isn't telling you exactly what versions it's complaining about? Then, check your log files to see what the problem is. Are you running any mods on the server?
vanilla server. Do you know where I'd find the logs on linux? I tried looking around and in the docs but couldn't find it
Add the start up option -logfile "...path.../logfile.txt" to the server. The quotes are needed. Server logs often have a lot of "Shader" errors and "Fallback" msgs. You can just ignore those.
For your game, the log file is with your worlds_local folder.
If you haven't already done so, update your game and the server tool inside your Steam Library.
If you aren't using the -logfile argument and you're launching the server with systemd, you should be able to find your logs in the systemd journal infrastructure (e.g. viewable with journalctl)
How did you install the latest dedicated server, or update your existing one?
Hey how can I change difficulty to my dedicated server?i am hosting via "Valheim dedicated server"
Is it your own server on your LAN or from a remote hosting Co.?
my own, lan
I mean i am hosting it and my friends join. i have no other external program or service than the steam application
There are basically 3 ways you can change the difficulty on your world.
One would be to use the start up options in the server manual that comes with the dedicated server tool from Steam.
Another way would be to use F5 console commands to modify the world.
And, you could take the server to your solo game, modifiy it there and take it back to the server.
Hmm how does option 1 work?
I dont get f5 to work and option 3 so messy with all my saves i got
As Jaga says, there are instructions in the server manual
I can find that by google or where is the server manual
ooo found it. cheers
IF i want several presets do i do it like this:
-modifier raids none
-modifier combat hard
or -modifier raids none combat hard
Use the -modifier for each option. You can't string several options after a single -modifier.
ok thanks=)
I used steamcmd and did app_update 896660. I just added the logfile param. Where in there will I see what version of the server is running?
yeah idk what's wrong. The logfile says it's running version l-0.218.21 and my valheim game says it's the same version as that. Still get the incompatible version error when I join
Then, it's probably complaining about the version of one or another of your mods vs the server version of them.
no mods
I'm working on getting it moved over to AMP right now, so hopefully the issue will go away.
ok sorry ignore my message i found that it has already bean flagged.
You might want to tell them to ignore the msg in the same channel where you posted it, i.e. #mac-bugs-discussion.
Then I would make sure that you aren't launching more than one copy of the server. Check your process list for multiple instances. Fully restart the game in case cached metadata is involved.
hi everyone! i hope you all are doing well. i am having challenges restoring a world backup from an unmodded server over to a modded server. is there anything in particular that i should be noting or attending to? i have had pretty good luck just backing up and restoring the ./config/.../worlds_local directory but now for some reason the world seems to be getting reset or something like this. i have stumbled across a few mentions of mods needing to match from one server to the next when backing up / restoring worlds. any insights would be much appreciated. thank you.
The thing about matching mods from the old to the new server is that, if the world contains items that depend on a mod (non-vanilla stuff) like building pieces that are only there because of a mod that created them, then if that mod isn't there on the new server, the building pieces won't be there either. So, that could risk a bldg. collapse if it depended on modded build pieces.
Other than that, just make sure you're getting the matched pair of world files (.db and .fwl) and moving them together and you should be fine.
thank you jaga. that makes sense. yeah. so i am trying to backup a world from a vanilla server and restore it on a modded server which should mean that it has no external dependencies. however, curiously enough, each time i start up the server and join i am spawn right on the alter with no map explored.
alter = whatever that thing is called. lol.
sacrificial stone.
So far, I think that's as it should be. The new server is treating the old world as new to the server. All your buildings and stuff should be there waiting for you to discover them.
yeah! that is precisely what i thought!
ah well. this was on a friday. maybe i was having one of those.
If you are the Admin and have devcommand access you can enter the 'exploremap' in the server's F5 console and open up the whole map for you.
yup! did that! confirmed different map.
i think... hm... like i said... this was on a friday (e.g. last friday).
i will give it another go and see if tuesday treats me any better.
Server needs to know the name of the world file to run. You can have many worlds in the folder, but only run one at a time.
A different map means the new server isn't using the copy/pasted map files for some reason. Or the world's file pair have become mixed up.
right. or corrupted. right?
guessing a corrupt world file would just generate a new world.
Possibly, more likely mis-matched or the copy/paste didn't get the right ones or put them in the right place.
Are you passing -world โฆ where โฆ is the name of the world file base name before the fwl/db extensions, @sweet sable? If this is a Linux server, capitalization will matter.
yeah. so this is lgsm.
so it handles all of that. i will provide a few screenshots to help clarify.
is that ok here?
edit this file
VALHEIM-SERVER/lgsm/config-lgsm/vhserver/vhserver.cfg
Are you using LinuxGSM?
yes.
oh, interesting. this might well be a case of mistaken identity.
this second image is from the origin server.
it looks like the new server is using Dedicated and the old server is using vhserver.
Ok first things first are you sure it's running Bepinex
yes. but via v+.
no
LinuxGSM does not install mods properly
oh really?!
You need to install Bepinex manually
so i should just be doing a manual install?
yes
LinuxGSM is ok but you need to install Mods manually
ah man. well that is very helpful to know. thank you.
ok. well you just saved me a bunch of time. so i have only been installing valheim plus which comes with bepinex and everything has been working for me. however, if that is not the best way to do it then i will most certainly change my ways.
any troubleshooting tips for why im getting an "incompatible version" error trying to join our server? already verified files and steam is saying the server client is up to date. "start headless server" file has also been redone after update
To be honest I don't even know about v+ and can't confirm that.
But for my use-case I know that Bepinex does not install properly with LinuxGSM.
So I use LinuxGSM to install and run the server.
But I install Bepiex manually.
And after that it's easy, I install mods with r2modan and I sync that plugins folder with the one on the server, and same thing with updates.
But also you need to fix configs if you update mods on the server.
Also people don't recommend v+ it's much better to install individual mods and make your own modpack. Right now I'm fixing a modpack for my new testing server.
- Check server logs to verify the launched version. Should be within first couple hundred lines from start if you search for "version". After updating, the server itself will need to be restarted.
- Confirm your game client's displayed version matches (can also check Player.log)
- Make sure it's the only server running (e.g. with
psor Task Manager) - Restart the client/game following a failed connect against the old version in case server's prior metadata was cached prior to restarting with your new version.
The public branch version as of 8 days ago is 0.218.21 (will read as l-0.218.21 in the Linux server logs)
I think I should write a guide for modded LInuxGSM install.
There are a couple on the internet for vanilla and only one proper guide on reddit.
that would be sweet. thanks again for the help. i appreciate you.
server log is showing 2 different versions, but steam is saying updated. i think i found the issue though, whene trying to make a 2nd steam acct after setting up the server its trying to use valheim server from the cloud on my main accout, so just gotta fix that and i think it will update correctly
Alright. If you're using SteamCMD to install or update the server, I recommend installing anonymously instead of using an authenticated Steam user. Leads to less confusion down the line.
just launching through steam in start_headless_server file, but yea its fixed. wasnt updating through cloud, logged into the main account and its up and running again
ok. i figured out why my world was not restoring on the new server. it was what i originally suspected. the first image is a screenshot of my worlds_local folder on the old server and the second image is a screenshot of the same folder on the new server. you can see that the new server is using Dedicated* for its map storage were the old server is using vhserver*. so i backed up just vhserver.db and vhserver.fwl from the old server and moved them over to the new server and renamed them to Dedicated.db and Dedicated.fwl. and wallah! workie workie!
thanks again everyone for your insights and assistance.
I don't think it's gonna work well.
Proper way is to tell the server name of the world file.
If you are running linuxGSM are you starting server with ./vhserver start ?
yes, change that to world name.
oh i gotcha.
oh no i deleted the original message in this channel and forgot to delete this one sorry! the one in mac is actually a real question after reading about the bug
what is cli que?
Can you provide some context for this? Where are you seeing it? And when?
If you press f2, you'll see it at the bottom left
Hi, I have a dedicated Server (12 core, 64gb, ssd 1000Mbit) and we have big issues with the game: VERY SLOW LOADING of the base (17k items). Chests not opening, and building items breaking down (even under a roof). We hoped the new update with the Network-Objects-Fix would help - it doesn't... Any ideas?
It is a Cross-Over-Server (PCs and XBox). all have the same problem (15 Min loading all items)
sometimes 45 mins
game code/logic is controlled/ran by first client to load into an area not by the server
it doesn't matter who starts the game first.. alone, together... allways the same problem.
Cossplay will make loading little slower always, it adds more network hops
Don't matter if you only one on server with crossplay it still has to send everything through the playfab servers
45 mins?
it was all fine, but in the last months it got more and more worse,
and: it only effects the main base, all other places are fine and fast !
I have an isssue with dedicated server I set it up and it worked correctly for few days. I even set cron job to start it at boot. but now it not works. Stuck here
Are you launching it as a backgrounded process? Seems like stdout is leaking from it past terminal detachment. If so, you may not be seeing everything here.
If your start_server.sh isn't too long, you can paste it here. Just remove any comment lines with the pound/hash sign as well as any passwords before you post. If you are intentionally detaching the process, I recommend switching to logging to a file to find out what better is going on. You might also consider an alternate means of daemonizing it. Given you're on Ubuntu, you could use the system's systemd or host it in a tmux or screen session.
if I start it interactively it doing some work, resolving my ip and after following lines and memory statistics stops
@final current I've got timed out when I tried to paste. I found out that my ipv4 adsress was resolved wrong by ipinfo when starting server. For some reason this address was routed via vpn, looks like it fixed an issue
Good deal
Thanks anyway!
Hullo! Which files do I need to copy/pasta from my PingPerfect Server folder to be able to play it single player?
The world file pair, .db and .fwl. Keep the pair together. They are usually in the worlds_local folder.
Thank you, kind Viking
If you look at the text in server endless, it says -crossplay at the end. Will the network environment be better if I erase this? I don't need crossplay
Disable if you don't need it
delete?
yes, removing -crossplay disables it
good
so i got kinda a weird issue i recently downloaded my world from server to pc then when i tried to put it back it reset my world and everything but in single player everything is fine its all the same files but its weird
Did you check to see if the server was loading the correct save?
how would i be able to tell that
and if your going to say in the server console i get that but where in that
Check the -world flag in your start_headless_server.bat so that it matches the name of the save you are trying to load.
docker_start_server.sh?
Are you running it on windows or linux?
Whatever the name of the file you use to run the server, check that and make sure it loads the propper save.
probably start_server.sh
Yeah.
./valheim_server.x86_64 -name "Blazes blazing server" -port 2456 -world "Dedicated" -password "secret" -crossplay
-world has to be name of world i presume
๐ค
Cause whatever you got written there is what the server will try to load. If it doesn't exist, it will create a new one.
Be careful it is case sensitive.
Dedicated and dedicated are not the same. Don't do a dumb dumb like me ๐
ik
placeholder for the file the world name is different
Oh i use Dedicated cause i never really bothered changing it.
And it makes moving it easy. I don't have to make any config changes. ๐
well for me it didnt start as a server it was me and a friend playing single player
well now we got another issue @twin flame
now the server wont start up completly
Wait. Are you running the save on a server now or as a local save?
And also did you put the world name as -world "Name here" or -world name here
-world "Name here"
Alright. Then something else is wrong. Do you have access to the logs?
I can't vc cause im at work, on phone sadly.
If you can throw me the file i can have a look.
ah oki
Work network blocks discord so i can't even access it on work pc. Lol
ah lol
might be a bit cause im doing this at the same time as their daily backups so panel is slow
where would i find it is it a file?
if so where
09/05/2024 08:34:21: Unloading unused assets
Unloading 0 Unused Serialized files (Serialized files now loaded: 1197)
09/05/2024 08:34:21: World db couldn't load correctly, saving has been disabled to prevent .old file from being overwritten.
The shader Hidden/Dof/DepthOfFieldHdr (UnityEngine.Shader) on effect Main Camera (UnityStandardAssets.ImageEffects.DepthOfField) is not supported on this platform!
The shader Hidden/SimpleClear (UnityEngine.Shader) on effect Main Camera (UnityStandardAssets.ImageEffects.SunShafts) is not supported on this platform!
The image effect Main Camera (UnityStandardAssets.ImageEffects.DepthOfField) has been disabled as it's not supported on the current platform.
The shader Hidden/SunShaftsComposite (UnityEngine.Shader) on effect Main Camera (UnityStandardAssets.ImageEffects.SunShafts) is not supported on this platform!
The image effect Main Camera (UnityStandardAssets.ImageEffects.SunShafts) has been disabled as it's not supported on the current platform.
Am I Host? True```
09/05/2024 08:34:21: Exception while loading world /var/lib/pufferpanel/servers/83978661/.config/unity3d/IronGate/Valheim/worlds_local/Dickheadworl.db:System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
@twin flame
Save file issue. Did you copy over both the .db and .fwl files?
Yeah
Try using a backup then.
i think it was being weird cause it was at a time when host was doing backups i tried just now and it worked fine thanks for the help
Idk which host you're using but it is possible that there was some weirdness that caused it to fail. Glad you solved it. :)
I posted about this on Reddit, but thought it wouldn't hurt to ask here as well.
I have a dedicated server that I use to play with friends. We have a modestly sized village as our base which at some point it started taking FOREVER to load. It usually takes 90-120 seconds to fully load whether you're joining the server for the first time or portaling back in. During that time you typically can't open chests or doors. There are ~7000 instances in the village, and I know the game starts to have difficulty at around this point but I've never seen anything like this.
Neither the server nor my PC ever get even remotely taxed in terms of CPU, memory, or network utilization. If I copy the world to my PC and load it directly, it opens without ANY of these issues. I know data transfer is capped at a pretty silly 150kb/s, but is that really the culprit here?
Not sure if this is related, but we've also seen a few other strange world glitches lately, like a Neck in our village that neither attacks nor can be attacked, a few dropped items that can't be picked up (but will stick to your character unless you run too fast), and a truly weird portal issue where one portal in the village says it's unconnected, but shows connected on the other end. When you travel through from the other end, it drops you on a roof in the village that's not even particularly close to the connecting portal.
Any thoughts on what I can do here? Are we just slowly accumulating Early Access bugs in the world over time?
(If you want to see a video, it's here: https://www.reddit.com/r/valheim/comments/1f9wfi5/home_village_is_loading_very_slowly_on_dedicated/)
Yes that 150kb/s is the culprit. This cap can be modified
I always thought that was just a myth.
By modifying the assembly_valheim.dll on both the server and clients, correct?
I modified it on the server. Saw a huge improvement
I also added betternetworking mod on client sides as well. Better networking didn't do anything by itself. Still had the huge delay to chest opening until I modified the .dll
Hmm. Well I modified the DLL (increased 10x from 10,240 to 102,400) on the server and saw no difference after a restart. Modified the client DLL, same thing. The latest load took me 2m12s to get to 6800 instances. ๐ฆ
Someone on Reddit thinks it's persistant corruption of objects from a (now-fixed) bug, and that sounds exactly right. https://www.reddit.com/r/valheim/comments/1f9wfi5/comment/llp0dap/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
Although it's worth noting that even after I made the DLL changes, the F2 box still showed data sent/received as 150kb/s, so who knows.
Dang, perhaps. It should show sent/recv in the 300k's+ if it's working - this is what mine does in high instance areas. May need to pair it with Betternetworking mod for it to fully take effect.
Does anybody know why my valheim server keeps crashing every 15 minutes with crossplay enabled? It goes to update the "PlayFab entity token", then my network disconnects. I am on a raspberry pi 5 running x64 Ubuntu 22.04 LTS. I have installed libSDL3.so.0 but the start_server.sh script is complaining that it is missing as well
You will need to wrap or emulate libpulse and the glib loop libpulse wrapper if your emulator isn't doing that for you already. If it's complaining about SDL, it usually means the Steam library isn't loading fully, so another thing to check on.
Getting crossplay working in x86_64 emulators has been a common pain point here. Certainly share with us if you find a happy path.
Thanks, I'll try that
Hi everyone! New here, and am looking for some help with my dedicated server. I'm hosting a server using ich777's Valheim Dedicated Server docker. I'm having problems using setkey to modify keys. I have successfully added myself as an admin, and am able to kick/ban players, but when i try to enter 'setkey PlayerEvents' i get no response, and upon typing listkeys it shows nothing is working. When i hit f2, it doesn't list PlayerEvents as an active world modifier... what am i doing wrong?
You'll need to also add the ServerDevcommands mod to your server and your game. That'll give you the devcommands you're looking for as well as the Admin commands you already have.
oh awesome! thanks for the feedback!
Following up on my last question.... i've installed R2ModMan and ServerDevcommands on my local (windows) client, and now i'm trying to get the ServerDevcommands mod on my (linux) server... i've gotten BepInEx installed on the server.... but i'm getting lost when it comes to getting the ServerDevcommands loaded... i tried copying all of the ServerDevcommand files from GitHub to my ...BepInEx/plugins folder... but how do i konw if it's loaded or doing anything?
r2modman should be doing the heavy lifting for you. No need to manually copy files.
I think r2modman handeled everything on my local machine (windows) but i (mistakenly??) thought i needed to install ServerDevcommans on my server as well... i don't have r2modman on there, as the the Valheim server is running in a Docker
You can add the -logfile "...\logfile.txt" (quotes are needed there) option to the server's exec start up command. Then, you can review the server log to see what is and isn't loading correctly.
My bad, totally misread that.
The ServerDevcommand mod may or may not be required on the server as well as on your game. Try it without the mod on the server. If you do need the mod on the server, you'll need to add the mod to the server manually as r2modman doesn't handle that very well.
IIRC, the docker container git has instructions for how to add a mod there manually. It's a bit of a bother but, as a learning experience, it'll come in very handy in the future for adding other mods to the server that you don't know you'll want yet. ๐
Thanks for your help! i'm digging into that now and have lots of learning ahead of me. I'm super greatful for how helpful you guys have been! I haven't used discord for much other than voice chats while gaming with buds, and am blown away at how quickly i got answers to my questins here. Skol!
๐ค
making a server right now using pine hosting, wondering if anyone could give some help on how to get the sever up and running with some a handful of mods
if I do -crossplay for my dedicated server does that mean I can skip the whole port forwarding step?
I'm trying to set up a server right now but its not working yet
yes
theres a part of the guide talking about required packages, do I need all of these if I'm on windows?
it suddenly starts talking about linux and I wasnt sure if they were for linux
tbh I can't tell if its even working, I'm not sure whats supposed to happen
should it show up in the community server list if its done correctly and I just find it and click the join button?
I also dont know what "Running via Docker" means but it speaks as if it assumes I'm on linux, can I just ignore that if I'm on windows?
It will be easier to help you if you provide some add'l infor about your server. Is it remotely hosted with a game hosing Co.? Or, is it installed on your LAN on another PC there? Or, is it the in-game server that only runs with your game?
And using crossplay so that you can avoid setting up port forwarding in your home router is a bad choice. Crossplay comes with it's own problems that you're likely to be fiddling with forever while setting up the port forwarding is a one time thing even though it's a bit of a bother.
Info on exactly how you installed your server is important. Did you use SteamCMD? Is the server running on a Windows or Linux PC? Is the server installed in a docker container? Lots of questions.
oh, it was a firewall issue, I think its fixed now
I think you're going to have to depend on the hosting Co. for help with getting your server running. Read their instructions on their website and put in a support ticket with them if you have any specific questions about it. Good luck with it!
One of these tutorials may be helpful for you. ๐ https://www.youtube.com/results?search_query=pine+server
though, if using crossplay will be that troublesome, I'll probably try to get the port forwarding thing set up then
Crossplay is something that you only want to use if you require it to support Xbox users and if you'll never want to use mods on your server.
I don't intend to use mods, however I only left it on because I wasnt sure how to deal with port forwarding and didnt know it would be problematic
when you say it causes problems, does that apply to unmodded as well?
Yes. It does.
And for the port forwarding, you can find tutorials for it on Youtube and there are instructions in the dedicated server manual that downloads with the server from Steam.
You'll need to get the server PC's** internal** IP address and forward the server's two ports in your router to that address with the UDP protocol.
The server's two ports are the one in the server's start up .bat (default is 2456) and also the next higher port (2457 for default). So in that case you forward both the 2456 and 2457 ports to the server PC's internal IP address.
i need help..
Which do you think has more advantages between the Network mod and the BetterNetwork mod? I was using the BetterNetwork mod, but thereโs a difference of more than 40 between the send rate and receive rate
Of course, Iโve also tried changing the settings quite a lot, butโฆ yeah..
Smoothbrain-Network
ComfyMods-ReturnToSender
You need both of these they work together.
You're saying that using both mods together would be better than just using the BetterNetwork mod alone, right?
But why does it have such a low download count? That's why I didnโt download it.
yes because betternetworking is complex and networking is very simple is just uncaps the limit
Download count doesn't mean anything.
This number is more important.
Dependants 600 other packages depend on this package
Dependants 801 other packages depend on this package
It's up to you, people have had good results with either.
But I prefer simpler way - no config options.
ok i try thank you !!
Hi, I'm trying to join my group's dedicated server, when I try to connect I briefly see the password box and then it returns me to the main menu. The game doesn't show an Incompatible Version Error, but the log says "Received connection error: ErrorVersion"
We are using BepinEx with 8 mods, I have confirmed that they are all the same mods and the same versions. The game version is also the same. The only difference I can think of is that I am on Mac and they are on Windows (one is on console). Is that a problem? A few days ago we did the same thing with the same server without mods loaded, and I was able to join fine. Since then we all loaded the mods and now this is happening. Any help would be appreciated
not sure if this question should be asked in #mods-issues or here but it seems to me to be a server error, not a mod error
It's also possible that it's neither a server nor a mod error but a crossplay error with supporting Mac Valheim players. You could also take the problem to the #mac-bugs-discussion channel here to see if they have any insight into it.
never mind! I was using non-Valheim BepinEx
Glad you found and fixed it! ๐
are there any mods that would make a hosted server run better?
That would depend on what's causing the problem. Not always an easy thing to figure out. The #mods-discussion channel might have some input.
When I buy a valheim server do I have to do anything else or is it playable right away?
Cool. So does not look like I need to update the dedicated servers for the hotfix? Just conntected to a couple without issue. Edit: should add I am just connecting from Windows. Not related to the actual fix on Macs
That is up to the hosting providers systems. In theory there is no reason why it would not be up right away unless their systems are not the greatest.
No new version number so server don't know any difference with the client to stop it from connecting do to version mismatch
i've decided to start a dedicated server using my existing world. the world files are stored "in the cloud" (Steam). so, are there any files on my PC that I will need to copy over to the computer running the server? or does steam have those files?
Steam should have the .db and .fwl world file pair you need to copy/paste.
I always have mine stored locally so I can't really say how you'd copy them from Steam's cloud. Maybe find them in the 'worlds' folder along side the game's 'worlds_local' folder?
i see no .db or .fwl files for my MP world. but, i do know that in game, i can convert the world from cloud storage to local storage. so, perhaps i need to do that?
Yeah, good idea.
Hi folks, new to the discord and looking for a bit of help. I've been hosting a dedicated server for myself and some friends (1 steam, 1 xbox, myself on windows pc xbox store version). I've been using the windows based dedicated server using playfab. I'm trying to migrate to a linux based server and Playfab won't connect. I'm looking for help/suggestions if anyone has some it would be appreciated.
You install the dependencies that are listed in the PDF manual for the dedicated server
Which Linux distro have you chosen for your Linux host?
i thought I had, but looked like I missed a key one
I'm using Ubuntu 24.01 LTS
so reading the manual in detaile helped. Thank you
he i need again hosting with valheim servers
first time i buy server, ty
and I'm interested in how much it costs when you order it
You want help chosing a host company? Use online search for companies in your area and look for good reviews. There will be cost info there, too.
first on google its gtx
First isn't always best. Read about them.
10-15$
gtx its good?
Personally, dunno. I have no experience of my own with any Hosting Co. I do all my own hosting. ๐คทโโ๏ธ
it is best to create your own server through vps, and you get an even stronger server
Good idea. But you would get less 'game server' support from the hosting company. You'd need to learn to 'do it yourself'. ๐
Not much different then going with a game hosting company that like to blame your server not running on everything else but them selfs
lol! seems accurate
https://prnt.sc/GfC_izPCQ1y8
what kind of slots are these, as far as I know, only 10 players can play at Valheim at once?
You are right. They are saying that, if you choose the ValhemPlus mod, then they can let you have more players.
Niether of those things is a good idea. Not ValheimPlus (too old).
And not more than 10 players. The game doesn't perform well for so many players.
They probably think the Operating System won't matter to you. They might be right.
But, if you're going to be using mods, they may not be able to support them without you stepping in to help with the mods. Then, you would care about the OS.
Hi, I have a question, we ran a dedicated server when the ashlands were not done yet. We quit playing when we did everything in the game, but kept the world. I now installed a new dedicated server and wanted to continue in the old world. In the new installed dedicated server I removed the valheim_server_Data folder, and replaced it with the valheim_server_Data from the old server, but that doesn't seem to be the way to go, I get these errors in mono immediately after starting the server.
Question 1: is it even possible to continue in our old world with the new ashlands update?
Question 2: what is the correct way of loading our old world into the new dedicated server?
thanks!
First, re-verify the new server tool's files in your Steam Client library.
Then copy/paste the world's two files (.db and .fwl) from the old server's worlds_local folder to the one on the new server. Keep the two world files together as a pair.
where can I find the worlds_local folder? It doesn't seem to exist in the valheim_server_Data ?
not sure what this means: First, re-verify the new server tool's files in your Steam Client library.
I'm on linux btw, command line only
It's usually in the ...AppData\LocalLow\Irongate\Valheim folder.
That was for if you have GUI access. With CLI access you need to re-install the server to make sure all it's files are ok.
FYI: I've got a meeting. I'll be AFK for an hour or two.
yeah I can reinstall the server in linux no problem, and it works with a new world, but I'm still not sure how to copy the old world and place in in my new dedicated server....
I found them, chatGTP to the rescue
ok. so im kind of confused. CAN I host a dedicated server by initiating through r2modman?
When you say 'initiating' do you mean installing it or starting it up when it's not running. Two different things.
actually both. cause i'm still not certain I installed it correctly. but what i was initially referring to is starting it up when its not running
So, which one are you asking about. ๐
the latter. starting it up
This is going to be confusing. You're carrying on the same conversation in two different channels here at the same time with two different people. ๐
lol! i wouldn't call the other channel a conversation per se. and that was more regarding the error i was getting with PlanBuild. THIS i'm wanting to learn how to do a server right
i feel like i did things wrong. i installed the server tools from steam. but the wiki page said nothing about it. instead it wanted me to install steamcmd and create a batch file, which i did, but nothing happened.
so, i don't know if one of the options is better, or if i botched something because the recommended pathway on the wiki didn't even work.
(now i'm getting that error when trying to run a server with PlanBuild... so did i break something)?
and i don't know how to run a server WITHOUT r2modman, especially if i want the mods
so, thats why i'm here, in this channel.
Ok, so lets start at the beginning. There are basically two ways you can install the Valheim dedicated server tool.
One way is through using the Steam GUI client with it's displays that you can see when you go in there.
The other way is with the Steam CLI command line interface (no displays). Also known as SteamCMD because that's the name Steam gave the comm program that connects you to the Steam CLI.
Both ways let you install the server tool. If you use the Steam GUI, you'll need to log on to Steam as long as you're in the GUI interface. You DON"T need to be logged on to Steam to run the server after it's installed.
ok. and for clarification... I'm assuming that first option is where you go to the library section of the steam app, and install the "Valheim Dedicated Server" tool?
When you use SteamCMD, you don't need to be logged on to Steam because it lets you use the CLI as an anonymous user ID.
ok. i think this is the option i would prefer. logging into steam on my other PC just to launch the server, which kicks me off my steam account on my main pc has become tedious
Either way, You don't need to be logged in or connected to Steam to run the server or to start or stop it once it's installed.
There are different reasons you might want to install the server one way or the other. The GUI is easier to use and clearer to see what's going on and easier to make installation changes once the server is installed and needs to be revised or updated, etc.
If you only have CLI access to the server's host, then there's no point in using the SteamGUI as you can't access it. Then, you need to use the CLI, SteamCMD.
Once the server is installed no matter which way it was installed, you can start/stop it in about three different ways. Just depending on which is easier for you to do and which you prefer.
ok. cool.
i'm not sure what those 3 ways are, but I would prefer to be able to run the dedicated server with mods, and without having to sign into steam. if i launch the server with just the .bat file, it doesn't recognize the mods. obviously, because they are in the local/r2modman folder and not where the game would recognize them (but i don't know how to address that either)
So, the server is running on a 2nd PC on your home LAN or on the same PC as your game?
on a 2nd pc
And the server's PC is also running Windows and not Linux?
that is correct. that machine is running windows 11 (sadly; couldn't undo it), and my main pc is running windows 10
Ok, good. Now when you installed the server it got put in a folder on the server PC. If you installed it with the Steam GUI, it would put it in the C:\Program Files (x86)\Steam\steamapps\common\Valheim dedicated server directory.
If you also installed it later using the SteamCMD method, it might have put it in a different directory. So you might have it installed twice in different places.
Is that what happened?
i did install it first via the steam gui; so that is where my valheim server folder is, yes.
but, actually, when i tried to install it the 2nd way with SteamCMD, nothing happened. perhaps it was recognizing that i already had it installed? but i do not have a 2nd folder.
Ok, that's good. Best not to have it in two different places. So, to start the server you can manually run the start_headless_server.bat or you can start the server from within r2modman, which allows you to keep track of the mods it's using.
oh, also, my 2nd pc where the server is, i do not actually have the Valheim game installed. not sure if that matters
That doesn't matter. It's the same either way.
ok. perfect. that is what i've been doing--starting it with r2modman. though i have had some issues: im not sure why, but when i launch the server via r2modman on my 2nd pc, the app looks for the Valheim game itself initially, not the server, even though i have set "Valheim Server" as the default game. I have to manually reset it back to Valheim Server. Also, the server won't launch unless I'm actually logged into steam on that pc.
and then, once i do get it running, i cannot connect to the server if i'm running the PlanBuild mod. if i disable that mod (and just that mod--Jotunn and hookgen are fine) then i can connect.
Let's tackle PlanBuild later. First I want you to understand how starting and stopping the server works.
All my servers run on Linux hosts so I have to think about it and go by memory to keep track of doing it with a Windows host.
When you start r2modman, it asks you to are you running a Game or a Server. If you choose one and set it to default, it should remember that. Are you saying it doesn't remember that the server is set to default or did you not set it to default?
i am saying it does not remember.
when i launched r2modman the first time, it asked me to select a game. i noticed a small "toggle"-like tab above the game list, that said "Servers", so I clicked that and found "Valheim Server". I clicked the star marking it as a favorite and then clicked the set as default button.
when i exit r2modman, and relaunch it, it seems to forget Valheim server as what i selected and defaults to trying to run the valheim game, which gives me an error, since i dont have that installed.
Ok, then you'll need to remember to restart the r2modman from scratch each time you need to start/stop or update the mods on the server. That shouldn't really be too often once the server gets set up and running normally.
It compensates for that extra bother by making it really easy to keep track of the server's mods and keep them updated.
And remember, you'll only need to be logged in to Steam on the server PC when you actually need to start/stop or update the server. Which is when you won't be running the game on the game PC anyway. You won't ever be doing both at once.
yeah.
Also, it's good to keep in mind that the r2modman program keeps the server and game mods in it's internal profile folders. Not in the actual server or game folders. That's so you can have many profiles and select which ever one you want to run.
ok, yeah.
thanks Jaga!
so, how does one setup the .cfg files of mods on a dedicated server if the trigger for getting those files is running the game? and i'm not running the game on this pc?
r2modman keeps the config files in each profile folder just like it does the mod .dll files.
but there are no config files on this pc at all; the game has never been run on this pc
When you go inside r2modman and try to edit the config files, there's none there?
correct. the cfg files dont get created until running the game after installing the mod
Then, I guess you'd have to edit them in the Valhem dedicated server folder manually outside of r2modman.
lol! they don't exist there either it seems
Look around in the Valheim dedicated server directory. They've gotta be somewhere.
yeah, non-existant. r2modman does say in the "config editor": Configuration files are generated after launching the game, with the mod installed, at least once.
On my Windows PC, when I use r2modman to manage a server there, it puts all the mod's config files in the server's r2modman profile folder.
Not in the Valheim dedicated server folder. I was wrong about that.
so the "r2modmanPlus-local/Valheim/profiles/(profile name)/BepInEx/config", correct?
Yes.
yeah, thats where i was checking. there no .cfg files there other than one for bepinex. ill just transfer them from my other pc. they're set up the way i want there anyway
You shouldn't have to do that. Check in r2modman and make sure all it's internal directory settings are pointing to the right places.
yes, they are indeed. i'm pretty sure they simply haven't been created yet because the game has not actually been run on that pc:
When a server starts up, it runs it's mods. When it runs it's mods, they create the configs. If you start the server in r2modman they go in the profile folder. If you start the server outside of r2modman, they go in the Valheim dedicated server directory, or what ever directory the server got when it was downloaded.
ok. i did run the server, twice, and it never created the cfg files ๐ฆ
Then it never ran it's mods either. Cause, if it ran the mods, it created the configs.
huh. shewt
well, ive now joined the server from my other pc, and the mods seem to be running.
Are you seeing the mods running on your game and thinking that means they're running on the server? Cause they might not be.
yes. lol
in fact, that MIGHT be why i have this message:
now that i enabled PlanBuild on my main pc
that would absolutely make sense
ok. so why would it not be running with the mods?
https://tenor.com/view/detroit-lions-kerryon-johnson-mind-blown-mind-blowing-shocked-gif-19669869
Yeah, he's a viking. Just not the nordic kind...
hahaha! yes! its true
this just doesn't make sense! the mods are there, i've selected valheim server, the server launches.... what would prevent the mods from initiating? do i need to put something in the .bat file?
Lemme check around a bit. Somethings missing.
oh, ty very much!
Some server host providers require valheim plus as the way to enable mods- others you can just enable Bepinex with.
If you look at the log output of the server (if it doesn't have any its not even starting the mod loader), it should say if its finding the mods to load etc.
Make sure that when you're in r2modman and about to Click on Start Modded to start the server, that you look above the Start Modded button and it says Valheim dedicated server there.
is that a file? or can i just read whats in the cmd window?
yes. i have confirmed it does
He's running the server on a 2nd PC on his home LAN.
through steam?
installed through steam. then started through r2modman
When you click on Start Modded the Windows command window for the server program should appear. Do you see that?
yes
If you see in there that the mods are loading without errors, then the mods should be creating their config files in the r2modman profile folder.
let me read back through this...
many, many errors about unsupported shaders. i see no mention of anything mod related
Ok, but you should see near the top something about BepInEx loading the mods. Just ignore all the shader stuff it's just annoying. I wish there was an easy way to get it to not do that.
yeah, no mention of bepinex anywhere
i copy pasted everything from that window into MS Word and did a search for bepinex; nothing
Ok, go back into r2modman and make sure all the mods are in there ok. Also, if the conversation is now about mods, which it now is, we should move it to the #mods-issues channel.
sure
ok! back at it again. so, I have NOT been able to get r2modman to launch a server with mods. period. on any of my computers. the logs show that it isn't even trying to access BepInEx. I don't know if I have something set up wrong, or if its a bug with r2modman. i don't know. and i don't know what else to try to troubleshoot this.
Currently using Gportal to host and itโs been fine for the people close to the server on the west coast but not so much for the people on the east coast. Moved it to mid-US and it wasโฆ ok. Not great. Whoโs the best hosting provider that will give both east and west US users a decent ping/connection?
oh my gosh! nothing can be easy, can it...
im trying to give myself admin privileges on my server, so that I can use devcommands.
i added my steam ID to the adminlist.txt file in the userfolder/LocalLow/IronGate/Valheim folder. I have installed server devcommands mod on both my playing PC and the server PC. but when i join the server, it tells me i do not have privileges or authorization to use devcommands.
any thoughts as to why?
thank you!
When you press F2, does your Steam ID match the numeric player ID displayed for your connection?
And did you restart the server after updating the adminlist? (make sure the world is saved before closing or use SIGINT/Ctrl+C)
yes, i did restart the server
checking the f2 thing...
And if you're using the Server devcommands mod, note that it enables the devcommands by default. Typing devcommands in the console the first time will toggle them off (you'll see a "false" response).
this is good to know.
so, in the F2 window, on the bottom box, it has my player name, and then to the right shows "Steam_###" where ### is my accurate steam id
and when I hit f5, i still see this:
So my F2 says I have a rock solid 22ms ping to my dedicated server, but there's still a noticeable delay on interactions, picking things up, hit indicators, etc. -- any idea how to troubleshoot this or what the problem might be?
Or do any of these stats look anomalous?
Your stats look fine to me. And, I do know of some possible causes for the delay you're getting.
Among them are crossplay issues, if the server is using that. And, if any of the other players are on at the same time as you and have weak comm links to/from the server, you would also get the delay from that. And, finally, the ping value and ZDO pool don't measure other problems you might be having with your own comm link. A bad hop in your own route to the server can cause intermittent dropped packets that need to be re-sent and will also cause delay.
If the delay is impacting all the players on the server all the time, you can try using one of the Network mods for the server. It would also need to be loaded on the player's games as well.
Server delay is a tough thing to troubleshoot and fix. Too many possible causes. Good luck with it!
What's your server startup command line (feel free to omit password)? Is your worlds_local folder in the same folder you placed adminlist.txt? No extra/hidden extensions on the adminlist.txt file name?
ah. i actually figured out what the issue was. i copy/pasted my steam id but left off the very last character. was an easy fix after all :\
Nice. Good when it's a simple thing. ๐
Hello! I am having this exact same problem, however I am running my own dedicated server on a seperate windows machine in my home. I have tried to remove the -crossplay and when I do the server still boots as normal but I fail to connect after this point. With -crossplay in the .bat file, others and i ARE able to connect, but without it we are not. I hope this is clear. If anyone else has any ideas I would love a suggestion. I tried to search through the discord before asking
Without -crossplay you need working port forwarding, cossplay don't need port forwarding
I have ports 2456-2458 forwarded on my router and my firewall
Also need to change the port the server is running on or wait (some random amount of time) for the cache to clear so clients don't try and still use crossplay to connect
And need to make sure your not double nat or cgnat, port forwarding will not work if you are
Neither of these.
I have also read that forwarding each individual port by itself rather than a range may work, I will try that
Yeah that all depends on the router some don't do ranges well, also make sure you doing UDP and not TCP
Its not both?
Game only uses UDP
Still just failing to connect :/
Some home routers don't allow 'loopback'. So when you are on the same LAN as the server, you need to use the server's INTERNAL IP address while those outside the LAN use the EXTERNAL IP address to connect.
If you're trying to connect via the server listings at game start, that can take a while to work as Steam can be slow getting that set up.
If there is a firewall on the computer running the server you also need to allow ports through that
yeah ive done this as well
interesting. so i would connect using the 192.x.x.x instead then correct?
ok well that does allow ME to connect to it that way
is there a way to test an outside connection? using a VPN wouldnt work would it?
Yes, go to the geekstrom.de/valheim/check website and put in your external IP address. It will tell you if it can see your server running or not.
sweet thanks!
sweet, it says yes
so then that means people SHOULD be able to connect but is that necessarily 100%?
It would mean that any connection problems would be on their end or that the server is blocking them for some reason. Maybe incorrect versions or something like that.
ok awesome! thanks so much for the help
You're very welcome. ๐
Does anybody know why the docker_start_server.sh command is complaining about: /irongate/start_server.sh: line 14: ./valheim_server.x86_64: No such file or directory I am running the command in the same directory as the command where the directory is mounted, it is not a permissions issue or lacking executable permissions
I'm only guessing, but you could try using a specific path for the executable.
Tried different paths as well. No luck
I don't know much about containers but IIRC they internally map volumes to external directories, right? Are you tangled up in that somehow?
You are running it with ./docker_start_server.sh start_server.sh in the directory that valheim_server.x86_64 is in also? Any special modifications to start_server.sh outside of new arguments?
Next thing, check this from within that same directory:
docker run --rm -i -t -v "valheim_server_data:/root/.config/unity3d/IronGate/Valheim" -v "$PWD:/irongate" valheim_server bash -c "ls -l /irongate"
Those should be the contents of your current directory and valheim_server.x86_64 should be present with -rwxr-xr-x permission. Really, most of the files should.
No modifications, yes I am running from same dir
I'll try that command
@final current Yes the valheim_server.x86_64 file exists there along with the start_server.sh file. It has execute permissions. I also tried modifying the run script to include an echo "ls -l" command to verify this as well
Maybe I'll try reinstalling everything again...no idea why that would be happening
Cool, I suspect your answer is in start_server.sh though. Line 14 is a bit further than the default executes the thing. I would sneak an echo $PWD into start_server.sh just before the ./valheim_server.x86_64 execution for good measure.
Oh I just commented out a line. Yeah I tried that as well, it spits out /irongate/
With a slash at the end?
Oh I actually don't remember, I tested that out yesterday
Going to try and re-install docker, apparently the docker.io apt repo is outdated for ubuntu 22.04 lts
Alrighty. And this is an x86_64 machine? Not a Raspberry Pi or Oracle Free Tier?
If you had issues on your first run, your image could also be corrupt. There is unlikely anything critical in the image itself so you can docker rmi valheim_server before your next docker_start_server.sh run to force it to re-create.
It is a raspberry pi, but I installed ubuntu 22.04 on it. I have also tried removing the image as well
running box86 and box64
Ahh, are you running the docker daemon with box64? I'm not sure how this would work. The "No such file or directory" could just be from the dedicated server trying to start with its usual /lib64/ld-linux-x86-64.so.2 and it not being available in your environment and you'd need emulation at that point to really go any further
Oh interesting, yea that would make sense. Didn't have much time to work on this tonight, but thanks for the reply
Sure thing, if you get something working, let us know. I'm always curious about x86_64 emulation setups for the game, though they seem like a lot of work from what we see in here regularly ๐
My first inclination would probably be to just create a full x86_64 VM+OS with qemu, but box64's performance sounds promising when you can get it to work.
I'm so confused, I can't connect to my server when I remove -crossplay from the batch file. I forwarded my ports and everything, but still no luck. Anyone know what I'm doing wrong here, or willing to take a minute to look over things with me? Thanks in advance.
To those hosting servers on ARM machines, how do y'all pull it off ? I've tried to use qemu via binfmt for x86_64 and i386, but steamcmd just cannot work (https://gitlab.com/qemu-project/qemu/-/issues/2424)
Is box86/box64 the play here ? I've seen the same error I'm getting on their issue tracker
Bro is valhiem+ even obbtainable from gportal servers ๐ญ๐ญ got a server between 3 people and its problem after problem trying to run valhiem +
When you're on the same LAN as the server, use the server's internal IP address.
Tried qemu-x86_64 instead?
I had this issue yesterday and it was solved for me. #dedicated-server message maybe this will help
Make sure you did UDP port forwarding.
Yeah that's what I'm using
But also I am here with a new question. Sometimes when my server sits idle for long enough without anyone in it, I will try to connect at a later point and I will fail to connect. Then on my other machine I will go to the command line for the server and press Enter and then everything is immediately fine. almost like the server went into a sleep mode or something
If it's running on a Windows host, it might be 'hibernating' after a period of 'inactivity'.
yes its a windows host. the machine itself isnt going to sleep or anything
just the server it seems
Is there something I can do to prevent that?
My guess, @fast warren, is that you may have clicked in the window. I think both PowerShell and cmd have an edit mode that blocks stdout. Try right-clicking on the top bar or however you can get to the terminal settings or properties and disable Quick Edit if it's an option, at least while you're running a server.
so disabling this, correct?
and running a server on that machine is all its used for at the moment. So that wont cause any other issues?
I did that, I don't have access to a router tho since it's hosted in a datacenter.
hey everyone, are there still issues with Playfab? i keep getting disconnected every 15-25 mins from my dedicated server run on windows 10 pro, I've got the runtime c++ libraries installed all the way back to 2010 bot 32 and 64 bit which i saw were solutions on some reddit posts.
Here's part of what im getting in the cmd log:
09/13/2024 00:41:30: PlayFab reconnect server 'Seekers of Valhalla'
09/13/2024 00:41:30: Console: [Info : Unity Log] 09/13/2024 00:41:30: Server 'Seekers of Valhalla' begin PlayFab create and join network for server
09/13/2024 00:41:30: Server 'Seekers of Valhalla' begin PlayFab create and join network for server
09/13/2024 00:42:00: Console: [Info : Unity Log] 09/13/2024 00:42:00: PlayFab reconnect server 'Seekers of Valhalla'
09/13/2024 00:42:00: PlayFab reconnect server 'Seekers of Valhalla'
09/13/2024 00:42:00: Console: [Info : Unity Log] 09/13/2024 00:42:00: Server 'Seekers of Valhalla' begin PlayFab create and join network for server
09/13/2024 00:42:00: Server 'Seekers of Valhalla' begin PlayFab create and join network for server
09/13/2024 00:42:30: Console: [Info : Unity Log] 09/13/2024 00:42:30: PlayFab reconnect server 'Seekers of Valhalla'
09/13/2024 00:42:30: PlayFab reconnect server 'Seekers of Valhalla'
09/13/2024 00:42:30: Console: [Info : Unity Log] 09/13/2024 00:42:30: Server 'Seekers of Valhalla' begin PlayFab create and join network for server
09/13/2024 00:42:30: Server 'Seekers of Valhalla' begin PlayFab create and join network for server
09/13/2024 00:42:43: Console: [Warning: Unity Log] 09/13/2024 00:42:43: ZRpc timeout detected
You can check here for playfab issues https://status.playfab.com/
PlayFab Status
Welcome to PlayFab's home for real-time and historical data on system performance.
Yep, that's what you disable. It shouldn't affect anything else beyond what you use the terminal for. It just affects your ability to freely select and edit text within the console.
Thanks so much!
So i came in here a while ago to ask for help with my server. After updating the server from the sept 9th hotfix for some reason its not letting me connect anymore. There have been updates before that just simply reinstalling the dedicated server from steam and adjusting the headless start up fixes this issue. I am unsure why its not working now, i haven't changed any other settings. Has anyone else had an issue like this?
Could you offer some further information about your problem, please? Is the server remotely hosted by a game hosting Co.? Or is it on a 2nd PC on your home LAN? Does it run on a Windows or Linux host?
How are you trying to conncect to the server? Does the server use -crossplay? Have you forwarded your server's ports in your home router? Have you gone to the geekstrom.de/valheim/check website to see if it can find your server?
What happens when you try to connect? Error messages? Have you looked at your log files for clues as to what's wrong?
I undoing and redoing the port forwarding on my router and on my second pc it fixed. Thank you for trying to help, I also like just did this so its kinda funny
Hello all,
I have a weird issue that I was always debating on asking in here about. I unfortunately canโt give more info until later when Iโm at the pc but I run a dedicated server on my own dedicated server computer. I use a vpn that has a dedicated ip and port forwarding and yet no matter what I do I still have random disconnect issues on my server. They are mainly isolated to around 2isham est and I canโt explain it. No firewall issue, no update issue, no router reboot issues, etc, just randomly disconnects around 2ish am for whatever reason. My server is connected direct via Ethernet to the router. ISP states thereโs no blockages or issues ever on their end.
Did you install the server in a downloaded container that has a cron job to restart the server once a day? Are you using any mods on the server that might account for it?
Have you checked your logs for any clues in there? Did you give your server the -logfile "...path\ServerLog.txt" startup option so you could track errors there?
How consistent is the shutdown time? Absolutely accurate to the minute or not? Are there any external settings or processes running on the PC that would account for some kind of daily maintenance activity at that scheduled time?
Chron job mod is installed I believe but it doesnโt do anything that I was aware of. Most of the mods I have that say they are server side only donโt work. In order to maintain cross play I do not have client side mods just like dev command one and the chron job one and a discord bot. No other settings or anything that would account for such a restart. Itโs not consistent as far as the time to the minute but itโs always 2am ish. Sometimes itโs 2:04am, sometimes 2:06am and even seen 2:15. Everythingโs updated, ports are open, really unsure about this one
Is the VPN doing a reconnect at that time
I donโt have any crash logs but I do have saved logs of what the cmd prompt would show
Nope it stays connected Iโve tested that and they claim they have no issues too
Iโm really exhausting options here and it sucks lol I wish it was simple
Remove the cron job mod?
Also this is being ran straight from the dedicated server folder and ran headless. Sometimes I run right from that and sometimes I use the Valheim server manager but both same results
Is it as simple as that lmao? That would be a dream
Iโll remove it and update you again tomorrow I suppose since itโs consistently in the 2ish am realm
@proven niche I meant to ask one other question. Iโm guessing itโs probably worth uninstalling the serverdevcommand mod too? I only installed these because it was recommended and was serverside only. The only mod I have that Iโve gotten to actually work is the sleeping mod that makes it so half the server can make the sleeping work
The ServerDevcommands mod is only used to give you access to devcommands on the server by using the F5 console on your game. It must be installed on your PC's game too in order to be of any use at all.
If you'll never want to use devcommands on the server, you can remove it from the server.
Ah thatโs helpful thanks. I use the f5 with the mod and it didnโt work but probably only because I only had it on server. So i suppose the only mod Iโm keeping is the sleeping mod and hopefully my server doesnโt randomly go in the morning anymore
Right. And, of course, you'll need to leave the BepInEx mod loader on the server so the sleeping mod can work.
Oh ok. Thanks I was actually wondering about that too.
So unfortunately it has crashed again but this time at 1isham rather than 2ish.
Per your log, it looks like the playfab network is shutting down the server. Maybe they do maintenance once a day or something. It could also be that something else is breaking your comm link to the playfab lobby. I can't tell which it might be from the msgs in the log.
Is it normal for the join code to change this often though? i know it changes every reset but this is every day lol
This is what always occurs unfortuntely
Yeah, every time the server starts up the Join Code changes.
There is something going on with those error msgs that I don't understand. Maybe someone else in here can help find the cause. I can't tell if it's a comm link problem, or playfab problem, or a setting someplace to relax the limit on time outs. Sorry.
Itโs ok thanks. Iโll keep an eye out.
Trying to used a saved backup for my Gportal server. When game loads, I'm at spawn and all the land outside spawn circle is basically gone. Guessing I need to do something with a file to fix?
Guess it's not technically a "backup", but a previous saved game that's in the drop down list in Gportals server settings under "Worlds".
That sounds like the world's .db and .fwl files have gotten mixed up. Or one of them became corrupted, which is a little less likely.
The server list each of the 4 saves. When I check with the FTP, each save has a DB and FWL file, do I just remove all the others besides the one I want used to make sure it uses the right one?
I'm not sure that sounds like a good idea. I've never used GPortal so I don't know about how their menus work.
Can you just FTP all the world files to your PC and find the pair that work for you there. And then go back to the GPortal menu and use those on the server? Having the extra copy on your PC sounds like a good idea, too.
I can, but at Gportal you only get to select the save, not the files that go with it (DB & FWL).
Guess you mean test them on my PC, then transfer only those back to Dedicated server?
That's what I was thinking. Also, how about putting in a ticket with GPortal to see if they know how to straighten it out? Or, at least, tell you that you need to restore from one of their backups?
yeh.....these are their back ups tho
What about just restoring the most recent backup, then? I'd still like to have a copy of them on my PC, too. Just in case.
Need to find hosting provider that's going to be faster than what Gportal has been in the US. Any recommendations?
I am running my servers through a vps with a reverse proxy linked to a server with tailscale. I've done this for minecraft no issues. However it works but when I join the server it stops receiving data and I get disconnected
Any ideas?
anybody know hot to set up a dedicated server through the game pass version on pc?
they are by default setup to work with Xbox / Gamepass
it's the -crossplay flag in the launch file
yeah but how would i host a dedicated server from my pc? or would i just have to be in the game the whole time?
i think i found it!
you can do both
download the app on steam for free
Anyone else here experienced in playfab errors here? Got some great help last night but still have an ongoing server disconnect issue every morning. I filed a ticket with them today but judging by their reply history not sure Iโll have help. Researching online got me nowhere and thereโs no videos on the matter either
Is it possible that your Windows Anti-virus is doing scans when it sees that the PC 'isn't busy' for some period of time and starts an auto scan that pauses the server process or the server's comm link long enough to create a time-out on the playfab network?
Correct, Iโve even played around with disabling them for a week.
Can you verify that it's the -crossplay connection that's the problem? Maybe test the server without crossplay for a night? I don't recall whether you said you have active players on the server at night or not.
Hey there Vikings! I have a big issue! Running a dedicated server through Bisect hosting and my seed was fine til about day 3. We explored to the next island and it won't load in stuff. Most of the time it's just enemy spawnerz and dungeons. No trees, no bushes, nothing...
We don't want to start over, is there a way to fix this?? Without ruining too much progress???
Are you using any mods on the server or on your games?
Yes a few
Ask in the #mods-issues channel. This channel is for vanilla servers. They may have more information there.
Thank you sir
Good luck with it! ๐
Can't connect to dedicated server after 12 something hours (or randomly?), even though it says the server is on in the console the game shows โ , have to restart the server. I was also playing fine but my friend couldn't join, so I logged out and tried logging in again but it said failed to connect ๐ข Do you have to restart the server regularly? or is there an issue on our side. Thank you ๐ (Game is 0.218.21 and completely vanilla and server is port-forwarded)
Try connecting to the server using it's internal IP address:port when you're on the same LAN as the server.
And using it's external IP address:port from outside your LAN.
It is outside LAN but we are using DNS instead since my friend is hosting the server and his ip changes daily.
Hello, Im trying to run dedicated server, after run it. I see it in my localhost: Berserkove_lol. I can see it in my game server on steam. but once I will join I will get failed to join. Do you know what could be the problem ?
How do you managed to get it listed?
I'm trying to host a server on linux for lan for my kids and me, the gaming network that the computers are on isnt connected online most of the time.
trying to run the server with this command fails with no internet
./valheim_server.x86_64 -name "My server" -port 2456 -world "Dedicated" -password "" -public 0
im getting
...
Am I Host? True
-------------------: Game server connected failed
Unloading 2 unused Assets to reduce memory usage. Loaded Objects now: 195123.
Total: 70.235570 ms (FindLiveObjects: 9.638012 ms CreateObjectMapping: 10.968976 ms MarkObjects: 49.404154 ms DeleteObjects: 0.223527 ms)
-------------------: Game server connected failed
-------------------: Game server connected failed
-------------------: Game server connected failed
but even connected the serer is not showing at the browser list (lan) but in game joining to 127.0.0.1 is working
my main goal is to run the server offline not connected because it shouldn't be
i would for more info on how to achieve that
Anyone know any mods that allow console commands / flying in a dedicated server? STToolBox isn't working for me and neither is the old QualityOfLife mod ๐ฆ
Hello,
I'm thinking about seeing if I can get a dedicated server for me and my friends. The issue is, I'm Xbox only with no PC. I think if I launched one through nitrado then I'd be alright and I should be able to run it off of my Xbox/phone. But I just want to clarify with someone that this is possible, or if I will still need a PC for server management etc.
JereKuusela-Server_devcommands
Install this mod on the server and your pc and add yourself to the adminslist.
The error you see is from it trying to contact Steam's matchmaking services. I don't know the details on why it's required for a private server, but I'm guessing it relies on Steam for uniquely-identifiable and predictable player IDs. It helps identify players for admin/ban lists and likely helps ensure players come from licensed Valheim clients. There may not be a way around it. @wide cipher may know.
As for discovering the LAN server from their computers, I don't think the built-in "Join game" tabs have any LAN discovery mechanism. My advice is to do one of these:
- Configure your server's DHCP client to advertise your server hostname. Most modern home routers create a name entry in their DNS proxy. If this works, your game clients can join the server at "myserverhostname" without any extra dots/segments.
- Create a DHCP reservation in your router to always grant your server's MAC address the same LAN IP. Then either have your client games connect to that IP or create a fun Internet domain name DNS entry leading to the LAN IP and have them connect to that.
In either of those cases, you get a Recents entry for coming back to the server and can additionally add it to favorites.
steam allows for internal IP's. but crossplay don't
but you probably need port forwarding
In this case, he's wanting an off-the-grid LAN. It's breaking due to the Steam matchmaking connection failure.
does they use family sharing?
Not sure, but this is Dedicated Server so itself has only anonymous Steam access.
Hm.. if they use public - 0. that means it won't show up in the server list
Yeah. I'm guessing Steam Matchmaking is still used for the underlying player ID system even with public off.
welll.... it uses SteamAPI yes
but it's probably a port-forwarding issue
need to open more ports than you think
Couldn't players on the same LAN as the server connect using the server's internal IP address:port ?
thnaks for the replay, port foreword isnt an issue our server and my kids are on the same network i want is to have the server turn on so my kids could play when the internet is out and as of now its not passable
i already sent my command to run the server
./valheim_server.x86_64 -name "My server" -port 2456 -world "Dedicated" -password "" -public 0
as u can see public is set to 0 and crosplay isnt enable (no need for it only pcs)
and the server dose work fine if the pc running it is connected i can connect to it with the clients and all but at the second internet is down the server is shutting its self down and printing (to note the program is still running but the ability to connect to it is gone)
-------------------: Game server connected failed
-------------------: Game server connected failed
-------------------: Game server connected failed
-------------------: Game server connected failed
also note all the clients own the game but we play with steam offline mode (again internet is down most of the time)
Cool, then my recommendations for joining over the LAN still apply. I know of no way to get around the Steam Matchmaking-driven Internet requirement on the server side though.
cant irongate do something about it? or could i point me to what program/api/term to search for, is it steam matchmaking for lan server?
https://partner.steamgames.com/doc/features/multiplayer/matchmaking
They might be able to make a mode that trusts incoming Steam IDs unconditionally, allowing for LAN isolation. Alternatively you could consider making such a mod.
I have the same issue, hosting it in azure, even with all ports forwarded it cant connect. btw linux host, check netstat only 2457 showing up
Removing -crossplay "fixed it"
i used goldberg emu to by pass steam restrictions on matchmaking, and now it working on LAN
Does anyone know whats going on here?
The running game is the same version as the version on the server
Actually found it, the guy had mods turned on that we hadnt installed client side
not with crossplay atleast
you mean Nat punch-through?
The start exec command he showed didn't have -crossplay.
That's neat. Glad you got it working!
No NAT or Crossplay involved as he has a LAN-only network. Problem was going Internet-less is not currently supported by the dedicated server due to its lifecycle+connectivity being tied to the Steam Matchmaking hooks. Looks like he has a workaround though, using an offline Steam emulator.
I don't understand. I started up my non-crossplay dedicated server while it's PC had internet access. Then I shutoff internet access for that PC. I know it's shutoff because the browser on that PC now says "No Internet Access" when trying to connect to anything external to the LAN.
However, I can still connect to the server using it's internal IP address:port with my game running on another PC on my LAN (which does have internet access) while the server PC does not have internet access. My game is staying connected to the server and playing the game without any problems. ๐ฒ
Try starting the server while it's PC has no Internet
I will when I get a chance. But I suspect it won't start up without the internet. We'll see...
And that's the issue that person was asking about
Oh, I thought he was trying to run the server when it's internet was down.
how do i join the server
You can't. You're not on my LAN.
LAN?
Local Area Network
oh dang
i downloaded the game yesterday still learning how to play it
made it to the bronze age somewhat
I may open it up to the public later after I'm done testing it. If I do, It'll be announced in the #1024264966712340510 channel like all the others. ๐
Okay, thank you mate
Hey, I want to transfer my Valheim server from one Linux vm to another - what files/directories do I have to copy apart from config and โ~/.config/unity3d/IronGate/?
I'm seeing this same widespread dedicated server ashlands multiplayer lag / rubberbanding issue as the people in this thread, do we know of any causes now a few months later? https://www.reddit.com/r/valheim/comments/1ctapq6/is_anyone_else_having_enormous_lagissues_in/
Usually because of poor connectivity between players. Ashlands is more demanding, network-size, so any existing problems are exacerbated.
between players? is the game p2p even on dedicated servers?
Not exactly p2p, but yeah to an extent. There's certainly not much load on the server itself.
is the server stalling waiting on one person's updates or something?
No, but if one person has a slow connection it'll cause lag for the other players, especially if they end up as chunk master.
listen my diet is none of your business
I... what?
chunk master ๐
thanks, that makes sense. I don't think either of us has a bad connection but some intermittent problem could be it. I see what you mean re: zone leaders, some post from a few years ago:
Yeh, Dvoid explains it better than me.
What are these for?
my one modest world Valheim
OK? Do you need help with something?
Shuseich
Yeah, I have no idea what that means, sorry.
You should find out where your "savedir" is. Whatever is responsible for running Valheim on your system may pass -savedir to the server on startup, or run a script that does. This is indeed ~/.config/unity3d/IronGate/Valheim by default if not specified. You can verify that there's an inner worlds_local directory containing your world metadata file and DB file with date/time of the last save to disk in addition to automated backups.
When it comes time to shut down the server for migration, make sure you use Ctrl+C if it was started on an interactive terminal, or send SIGINT to the process. This ensures flushing of the world DB to disk prior to shutdown.
So I'm dropping this issue here again in the hope someone has the answer now.
I can't seem to run my server without Playfab, client simply wont connect to the server at all. I portforwarded the ports 2456 - 2458 both TCP and UDP.
When launching the server WITH playfab enabled everything works fine again. I'm completely clueless.
Even shows up in the server list with 0/10 players, but when I try connecting it just doesn't let me in at all.
Ok so I found the solution; changing my ports to something else and forwarding those ports sovled the issue. Apparently when disabling crossplay it takes 1-2 hours for the playfab servers to re-adjust, but changing your ports will apply the change immediately. Hope if anyone runs into this message it helps them out โค๏ธ
I read about a network mod which should improve multiplayer on dedicated server. Can anyone help with the name of the mod?
Cool thanks!
One note; I had crossplay enabled and that mod would refuse to work at all, so consider disalbing that if you do.
Thanks for info. We are actually using crossplay,
https://thunderstore.io/c/valheim/p/Smoothbrain/Network/
We used this mod prior, but I couldn't really tell a difference. This did work with crossplay enabled, but not in combination with BetterNetworking
Sounds like a better solution
how can I change the deedicted server to one of my local ones?
You mean world files?
You want to copy to or copy from the server?
OS windows or linux?
I have Windows 10 I want to replace the server world that generated randomly to one specific that I have saved
- Copy world files both fwl and db to the server
- Tell the server name of the world so it knows which files to run
Yeah I searched up online and I copied both the fwl and db in this case "alfeim"
and I did this
the copied files where should I place them?
try here
%userprofile%/AppData/LocalLow/IronGate/Valheim/Worlds
Yes thats where I located this files
Hey ive got an issue. A friend of mine is trying to join a dedicated server run by a mutual acquaintance of ours. Server is vanilla. Everyone else connects fine, and he played for ten plus hours with no issue.
But suddenly it started kicking him off. It lets him put the password in, login, and then after about 10 seconds it kicks him immediately. Any ideas?
is this pic local or remote server?
I see Alfheim backups, looks like you deleted the world
And only backups are left
So its in the cloud then...hmm
So i need the save locally then
So wait I only need to change the name? of what world I want launched?
@torpid stirrup
Here's how I do it, I disabled steamCloud so it saves my worlds and chars locally.
And I like to create world locally and copy to the server.
In theory you can set a seed and world modifiers in the fwl file and only copy that one, but that's for a brand new world without buildings, the world is then created from scratch on the server. But I prefer to prepare my world locally and upload both files fwl and db.
Yes.
I understand all you said except the upload fwl and db part, where do you upload that_
I moved the world to local btw
Who hosts the server?
Me
I don't know how servers look on windows ๐
I know on Linux but it's same thing. Just folder locations are different.
So in the same PC you have server and client?
I know where are my world files. But I don't know where are yours.
You can just do a search for the world files or the folder
I have valheim on windows, and server is linux.
Yes
This is the folder of the dedicated server besides changing the name of the batch file what do you do with the db and fwl file
Its' not there.
the world files should be at different location.
did you try something like c:\Users\user\AppData\LocalLow\IronGate\Valheim\worlds_local\
Anyone help? My friend wrote a script so server resets every 8 hours but it seems to still occur sometimes ๐
Lots and lots of add'l info about the server would be necessary to try and help your friend with his/her server. Have them post here to see if anything can be done.
Alright, thank you. I'll invite him here ๐
Hey, I'm looking into starting a modded server and just trying to get some information. It looks like a lot of server hosting sites offer Valheim Plus and from what I hear it doesn't work real well if you're trying to install other mods and tends to break a lot of them. Does anyone know if valheim plus is forced on the server or if I'll be able to just disable it and set up the other mods I want. I'm looking at hosting through gportal or survival servers, if that helps.
I don't know about Survival Servers' options, but I did find this in the GPORTAL docs that hints at raw BepInEx capability: https://www.g-portal.com/wiki/en/how-to-install-mods-on-your-valheim-server/
i have 2456 - 2458 forwarded yet i cannot connect. console shows: Sep 20 19:23:05 supervisord: valheim-server 09/20/2024 19:23:05: Game server connected
Thanks. We ended up going with Dathost and turns out I just have to drag and drop my thunderstore modpack.
That message just means the server was able to identify itself to Steam and will be unrelated to your port accessibility. Next questions are usually:
- Did you forward UDP for those ports?
- Does the server or router have a firewall configured that might be blocking the ports?
- Is your LAN IP static or at least given a DHCP reservation for the sake of a reliable port-forward?
- Does your ISP use CGNAT?
- If this is a container with bridge networking, are you forwarding/publishing the ports to your host before forwarding them via the router?
- When you test the connection, are you using the external IPv4 address? If so, you might need to test from another network if your router or ISP aren't good at local re-routing.
- How long since you have disabled crossplay before trying the external IPv4 address?
- Is direct LAN access working when trying to connect to the LAN IP instead?
- Do you have any VPN software that might be exposing the ports only to your VPN?
Valheim+ shouldn't be forced. I have it on gtxgaming as additional option to install. I tried it out, but didn't like it very much. Most of it's functionality I had already covered with other mods with more detailed options.
I was keeping V+ to try out later only because of increased player cap (default is only 10 players per world). But I've found mod "MaxPlayerCount" by Azumatt, which will solve my problem AND without V+ . Now I need to get over 10 people on my server to try if it will work or not.
I'm a little afraid that game hosting will be forcing somehow that 10 players cap, since they are charging higher monthly fee if you want more slots - but in case of my hosting from gtxgaming, this whole player cap stuff is (at least officialy) possible by using Valheim+ .
It will be nice surprise to find out that I can override their playercap for free using different mod :-D
The game only has 10 players anyway, so getting more slots would be pointless.
There's servers with hundreds of player slots
Yep.
Why pointless? It does allow for more than 10 players to connect and that was the whole point.
Player cap is one thing, but your hardware is also adjusted for that amount of players, and will most likely cause issues if you push it.
Of course, I'm expecting that. For me, adjusting player cap is is "maybe in the future" type of thing. I had 6 people playing at most.
I'm expecting mostly RAM usage to go up and a bit of CPU.
I have the server for almost 2 months and RAM usage is at 1,8 - 2,1 GB. CPU utilization was 3,93 % at maximum, but usualy it's 1,8 - 2,3 %
Do you have any experience with server with more than 10 players?
My server sits around 10 players at peak times, but even without the 10 people online the server is actively using 5 GB of ram, must note this is a modded server. It's not recommended to push your hardware for it's limits, but rather go a bit below it so you have some leverage. The game will become more taxing as people build up and set up big bases with higher entity counts.
I don't want to push it, usually I go up to 2/3 - 85% of hw utilization to have something in reserve for emergency.
I have 35 mods (about 10 just utility mods) on server, but they are mostly about mechanics, so overall whole BepInEx dir have only 25,2 MB.
I'm using the ich777 docker container on unraid to run a server, can't get the port forwarding to work. It used to work but we haven't used it in a long time. Any ideas what's wrong? This is my port forwarding rule and the docker container settings
The forwarding rule was forwarding to 192.168.1.3 when I checked it earlier, but that seemed wrong so I changed it to the IP in the docker settings
wtfff I changed the server to run on .203 and I can connect locallly using that IP, changed the forwarding rule to .203 but that port is still closed when I check from online port checkers and people can't connect
The fixed IP address feature is neat. I don't use unraid so don't know all of its quirks, but, I wouldn't bother unless you are sure your router is set up to avoid assigning that IP in the DHCP pool and you're sure it can route to it. It's handy if some other service on your unraid machine is taking the Valheim ports, though.
I would recommend using DHCP reservations in your router to assign your Unraid's MAC address to a dedicated LAN IP so you don't have to keep changing forwarding rules, regardless. You can then skip the fixed IP address field altogether and your Unraid's LAN IP will be used for the container instead, and you router will treat it predictably.
You can then skip the fixed IP address field
You mean leave the fixed IP field blank and put my unraid server's IP address/mac in this section of my router?
and just forward all ports to that address somehow?
Yep!
huh weird, I didn't set a static reservation for the unraid server because it's outside of the dhcp range, but I left the fixed ip field blank in the docker container and forwarded the ports to the unraid server IP and it works now... thanks! It used to work with a fixed IP set though
ty!
Sure, the container-specific IP thing sounds workable, just more variables to keep track of
did they change how worlds are saved? Im looking for the .db and .fwl file i used to need to upload a world to a dedicated server, but can only find files labelled as a TexCache
Nothing has changed with where the world files are saved.
What operating system and what distribution method (e.g. app store, Steam) are you using for the desktop Valheim?
thanks guys, im not sure what the issue was but i refreshed the ftp and eventually it just displayed correctly? i think maybe i had to move the world to a locak save instead of cloud save
The local save is certainly easier to find.
Hey quick question, to add XBOX ID to a crossplay enabled server what do I need to do, is it a number 17 characters long or just a different one or does the ID have letters in it too? anyone know how that works?