#dedicated-server
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I believe it's Xbox_nnnnnnnnnnnnnnnn, although just the 16 numeric characters should work, too.
That would very much depend on exactly what mod and what provider you're talking about. They're all different. But for all of them, reading the Install instructions the mods come with and the server provider instructions on their web site would be helpful, too.
looking for advice on a windows batch server start file. terminal will launch but closes immediately. using bepinex for mods. im not sure if its an issue with the batch file or if its a windows setting. i can successfully launch from steam directly but its not appearing online from my clients. i want to launch manually like i was doing on linux.
Go to your Steam Library and right click on Valheim Server Tool. Select Properties and browse to it's file directory making sure that's the same directory you're working with and then re-verify the tool's files.
@proven niche verified integrity and the launcher is pointed to my bepinex bat file. same issue. could it be a windows security thing? this is the first windows computer ive owned in probably 10 years so forgive my ignorance lol. i did go into the firewall and open the ports for the server to pass through
It doesn't seem like a communication problem at this point.
Check your BepInEx mod loader and all your mods to make sure that they are all up to date and current for the Ashlands version of the game. And make sure that your server's password is 5+ characters long and doesn't contain the world name or any 'special' characters.
Also, you can add the -logfile "...path\ServerLog.txt" option to your server's starrtup .bat file exec options and have a log file to check for errors.
How do I know if the server shut down correctly? When can I close the CMD window? Im new in server dedicated sry bad english
You can put Ctrl+C in the command window and then answer "y" to end the process.
Thx ❤️
i figured it out. i had to remove all of the commented lines from the .bat file. server now launches and i can connect to it from a steamdeck. crossplay not working but crawling back in the log shows me 2 lines, 1 states i need pulse audio, the other states i need vc++.
DLL Not Found: This error usually occurs when you do not have the correct dependencies installed, and will prevent crossplay from working. The dependencies are different depending on which platform you play on.
For windows: You need VC++ Redistributables. (website https) //learn.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=msvc-170Linux: You need Pulse Audio. (website https) //learn.microsoft.com/it-it/gaming/playfab/features/multiplayer/networking/linux-specific-requirements Steam deck: Try using Proton Compatability Layer.Other platforms: If the issue persists, please report it as a bug
I don't know why removing commented lines in a .bat file would make a difference. But, I'm glad the log file was useful. Good luck with the rest of it. 🙂
i thought it was strange too. im not familiar with windows batch files only linux and some python it didnt make sense to me but it threw a ton of errors saying "# is not a recongized command" heres what i have now attached. thanks for reminding me to add a log. your assistance in this discord is not appreciated enough
https://tenor.com/view/trollszn123-ivar-vikings-gif-18268155 You're very kind. I never would have thought of deleting the comments. I'm glad you did. Your experience enriches us all. Thanks for sharing it here.
anyone here know where I find a guide to how finding the correct ID for xbox players that I have to add to my whitelist?
You can see their Xbox ID in the F2 info window when you're on the server with them.
I think I can't turn whitelist off for my gportal server so i can't be on server with them, or should I host a world not sure if that makes it possible to turn on crossplay or not and get them to join with friend code, any other way?
They could see their own Xbox ID in their F2 window when they play solo game. I don't know how to open the F2 info window on an Xbox controller, though.
They should also have other options on their Xbox to get their own Xbox IDs. It would look like "Xbox_nnnnnnnnnnnnnnnn" (16 numbers there).
If you could host an in-game server and have them join it, you could see them in the F2 window, also. The in-game server defaults to crossplay.
Im running vhserver on linux (lgsm installation), and in general everything is ok, but i want to migrate to new server, but can not find the latest world files. Until 08-09-2024 files were updated ok, but now i do not know where to find the latest, which is strange because game runs just fine. The path is /home/vhserver/.config/unity3d/IronGate/worlds_local and the last files are from 08-09-2024. In log file i can see error saving world 09/25/2024 10:39:59: Error saving world! Could not find file '/home/vhserver/.config/unity3d/IronGate/Valheim/worlds_local/vhserver.fwl'. although the file is there, but old. Progress to world is saved fine, but where are the new files? Pls help...
Did your server get switched from local saves to Steam cloud saves around 8/09/2024 and now, for some reason, can't connect now? Are you on your phone here but your internet for the server is down maybe?
I did not change any config, and I can connect, no problem. World is updated just fine. So my world is in cloud now? How can I switch to local?
Check that your server is still able to access the default save dir without any problems such as persmissions or h/d hardware issues or whatever.
I've never used LGSM. So I can't help with the details of that. However, if you have access to your server's start up file (probably start_server.sh or something similar), you can add the option -savedir "...path" as explained in the manual that comes with the dedicated server tool when you download it.
savedir is correct, and exactly on 09.09 there was a patch when it stopped saving files, it was for mac user who could not connect to dedicated server, and i think it maybe changed in my server config
I just wanted to share some info i have dug pretty hard to uncover and figure out. For those wanting to host a dedicated server using steamcmd with crossplay on a windows PC with bepinexpack so you can utilize the betternetworking mod to help with the dreaded disconnect errors.
First and foremost, bepinex ships with a .sh file. A .sh file is a linux specific file and will not load on windows so you are told to rename it to a .bat file. Windows will launch the .bat server file but with errors. Upon logging the launcher, you will notice that the errors will point to an unrecognized "#" command.
The # commented lines will cause an error. Change the "#" to "REM". REM is the .bat way of commenting out a line. Now, the server will launch but crossplay will be disabled because windows will be missing two dependencies.
The missing dependencies error will be buried in the log file after all of the standard shader errors/warnings and wont stand out very easily. It points to the VC++ and PulseAudio packages being required to enable crossplay. The VC++ (visual studio redistributable) can be found directly from microsoft here (https://learn.microsoft.com/en-us/cpp/build/vscpp-step-0-installation?view=msvc-170). However, the PulseAudio package is a linux specific package that will not be able to be added. I found a .exe installer for this package that satisfies the server launcher requirements at this link here (https://pgaskin.net/pulseaudio-win32/) and the creator Patrick Gaskin has a github here (https://github.com/pgaskin/pulseaudio-win32/releases)
Upon installing these two packages your server will now run with crossplay and handle bepinex's .bat file launcher and so far from my experience it works exactly as desired.
Thanks to JAGA for giving me a little push in the right direction in figuring this out
Download up-to-date PulseAudio binaries for Windows. An optional installer is included for automatically starting a system-wide instance accessible over TCP.
Here is what my server launch .bat file looks like now. If you remove the "REM" from the first 5 lines you will enable a log file that will save in the same directory as your server files. I forgot to mention also that at the end of the file when it calls out "valheim_server" is also changed from the original that it ships with. The original file actually says "exec ./valheim_server.x86_64" which will not work for windows. Make sure you change "exec ./valheim_server.x86_64" to say "valheim_server"
half of the stuff in that file is not needed
Thanks for sharing that info, @keen folio. I wish more folks in here tried to share stuff they found helpful. This'd be a nicer place to hang out, if they did. 🙂
How often should you restart the server?
General question. When creating a new world, is normal to see?
Where is says failed to place X number of locations.
like the last line. placed 4 out of 10
That's normal.
its a procedurally generated world thing. basically, it tried to place an object/dungeon etc but the map didnt allow it to place one in a specific spot.
would you remove those lines or would you rewrite them? asking because i also noticed that the "set" lines have forward slashes were windows uses back slashes
I would of just used the bat that comes with the valheim server to start it, no need to try and convert the bepinex sh to a bat, windows and Linux load bepinex in a different way
ooh yea makes sense. i hosted a linux server before and it was easy. still learing windows. last windows pc i had was an xp laptop like 13 years ago lol
For win 10 and 11 the crossplay dependencies should of been already installed, there normally missing on server versions (have seen them missing on odd win 10 install before though)
ok, so this is an error that can be ignored.
quick question about admin and non-admin characters. If I want to also play on my server but also be an admin that has all the recipes so I can build public structures and things like that, what has been the best way to do this?
My mate is hosting a dedicated server, everyone else is connecting to it without problem but I experience huge lag spikes, 30 seconds + long where I cannot interact with the world or move (I can be killed though.) As far as we're aware everyone has good hardware, is there something else that can be causing the issue or something that we can do to help eradicate it?
2 characters and 2 modpacks one for each.
That's how I've been doing it, I'd use the same modpack as everyone else and have a separate modpack for admin.
cant be done with vanilla dedicated servers, cant use devcommands on them
this is a modded server., and thank you guys for the replies. I guess as far as the admin list, i just keep my steamid in the list and just not load the devcommands mod.
on a multiplayer server, what would cause the recall to not work? I am in debug and an admin and have the server commands plugin
You can keep the ServerDevcommands but just use the 'devcommands' console command to turn the devcommands on and off. The devcommands toggle on/off.
The 'recall' command hasn't worked for me for years. It's supposed to work if you're both in the same area but even then it doesn't.
Are you guys using mods on the server or your games or is it vanilla all the way?
Fully vanilla
When do the lag spikes occurr? Randomly? Just in certain areas? Only when doing certain things? If you run the server's world in your solo game, does it happen there too? What if you created a new character, would the new character have the same problem?
Entirely randomly, its happened for multiple characters, I havent tried running the servers world in my solo game (although I can be the only person logged in and it still occurs, although less often I think (or harder to notice at least)), I have invited people to my servers and no one has experienced any lag
Where is this server located? On the same LAN as you? With a remote hosting Co.?
That one Im not 100% on, Id need to ask my friend when he wakes up. Its not a LAN though
You play on Steam PC or on Xbox or Mac?
Steam PC
Reverify your game files in your Steam Client. Just in case. Have you always had the problem or just got it recently? I happens when you're in Meadows or Ashlands or where ever doesn't matter?
It happens in all biomes, and Ive only just re-installed the game 2 weeks ago. Also my GF gets the same lag issues on this server and she just bought and installed the game like 4 days ago.
You have a Player.log file in with the same folder as your game world saves. You can look there to see if there are errors that would explain it. The log is rewritten every time you start your game. So log in the game, get the error and look at the log right away.
Is the server using crossplay? Do you get a Join Code to use?
Aye thats something we've started looking through
Cross play I need to check, and yeah we had a join code
You only get Join Codes with crossplay so you're using it. Get the server host to remove it, if he doesn't need to support any Xbox users. Are you and the GF in the same house on the same LAN?
Yeah we are
You have strong internet there? Never had any lags or 'slow downs' with anything else? Are you and the server real far away? Like in different countries across the ocean?
No we have no connection issues anywhere else. And Im technically the closest player to the server, its in Norway, we're in Sweden, other players connect from Denmark and Greece
When it happens, you can check your ping times and ZDO traffic in the F2 info window. See if anything odd is going on there. You and the GF always get it together or always seperately?
Often seperately, when I check the info window it says we're sending/recieving 0kb/s during the lag spikes
Get the crossplay removed, ifyou can. If I think of anything else I'll flag you here. Or maybe someone else here can jump in with an idea for you. Good luck with it, in any event! 🙏
Ok thank you! Ill speak to my friend about it
😕
There may or may not be a mod that you could use to do the same thing. I've never looked for one myself so I don't know. But you could do some searches over at the thunderstore.io website and see if you can maybe find a current mod that mentions that. Or even maybe a Youtube search. You never know what turns up there. 🤞
quick question, when I do a location command to change the server initial spawn area, it says saving is not allowed. what does that mean?
Why do you think that's what location does?
thats what I assume it does, based on the various sites i have found that list console commands. But thats why I am asking here. 🙂 I figured this would be the best source of truth. I basically want to move my initial spawn area for new players and for players without a bed to a new location
If thats not the command, then what command would change it?
Or is location just for that player who runs it?
Location spawns a new location at the player. I don't know of anyway to change player spawn.
Ok, thank you for replying. So basically there is not a known way to move the default spawn?
the betternetworking mod is what fixed 95% of connection issues for my server. it needs to be installed on the host but will work regardless if its installed on the clients or not. default settings are pretty good but mine required minor tweaks to the mod's config file.
i wish.. the error said something like "missing dll file" and specifically said it needed vc++ and pulseaudio and provided links right there on the error notice. found and installed them and ther error went away. before installing i could not connect from my xbox and after i could so i was able to verify that it was indeed the correct path for me to take. i wonder if they are packaged with other games since this is a brand new windows pc im hosting from (windows 11 pro just set up a week ago)
MS stopped packaging that stuff with Windows 11. It's caused a few people problems.
Hello all! I'm running my server in docker on a machine with 32GB of ram, and haven't limited ram to valheim at all, but I'm starting to add more things to that box (including a 2nd V server, albeit rarely used) and I'm thinking I should limit it. I'm gonna try limiting to max 8gb. Do you think I'll notice any difference? There's only ever 2 of us on the server
I'm no docker expert but wouldn't the RAM usage of the internal OS used within the container make a difference as well? If not, then 8GB should be fine.
I'll not an expert either, but as I understand it there is an overheard to a container, but it's nowhere near that of a full OS. I guess I'll try it and see if a spot much difference. I also want to try turning off crossplay and see if that gets rid of any of our brief periods of lag
I've got a few docker Valheim servers, most use around 2-4G.
Your milage will vary primarily based on what content mods you are loading on the server.
As far as memory usage for the OS inside of a container, effectively none. Realistically a tiny amount.
Containers advantage is that they effectively use the host OS, so OS resources are shared between containers and the self 'contained' packaged software is able to operate with consistent tooling, without needing to run it's own virtual machine.
Thanks for that. The docker file "From:" command confuses me. I know you need to give the container an OS 'image' with that command. But I thought that if you used a larger OS image then the container would take up more RAM depending on how much that OS with the From: command used.
The From command is the base layer that the container is based off, it doesn't technically have to be an OS.
Most applications require at least the majority of things which are provided by an OS in order to run, so realistically you won't see containers not based on an OS often.
However, you can base on another container or layer (containers are made of multiple layers, each step in a dockerfile is a layer).
Basing on a seperate image or particular layer is used often for multi-os container builds.
Thanks for the info! We're mod free, so maybe I'll turn it all the way down to 4... But I'll try 8 first
6G should be plenty for vanilla I think even with most or the entire world loaded at once. 8G should be more than enough. Admittedly I don't know how much llosches supervisor and other processes in the container use- assuming that is the image you are using
If you want to check how much your container is currently running you can run this on the server to see its resource usage stats: docker stats --no-stream
You can think of those base images as more of a distribution than an OS. The "ubuntu", "debian", and "alpine" container images contain most of the files an OS distribution comes with as well as a Linux system C library, but don't include the core OS component, the kernel, which you'd get on say a full Ubuntu OS you installed on your hard drive. For a running container, its kernel is your host system's kernel.
This can be handy, for example, to give you curl, ping, tracert, and similar handy tools the distribution normally includes, but inside your container. While not running, all those extra goodies in the image's file system are taking up storage capacity somewhere but not RAM. Some RAM could be consumed by whatever facilitates running and managing the containers, like a docker daemon or Kubernetes container runtime.
If you wanted, you could have a container image containing just a Linux system C library (like glibc or musl) and your application. You could go a step further and include only your application statically compiled to include the C library routines baked in (i.e. no from image in the Dockerfile). The C library is for a few of the typical system routines apps tend to use but have been separated out from the kernel, like the routines for resolving a domain name to an IP address using DNS. The kernel still has drivers for your network card, but these days leaves a lot of the software-heavy parts like DNS for a 3rd party C library.
When you look at a full process list/task manager on the host system as a privileged user, you'd see the programs running in the container as if they were running from your main OS process tree (because in a way, they are). There are just isolations in networking, storage, and device access happening behind the scenes using Linux features like cgroups and network namespaces (or the Windows NT equivalent for native Windows containers).
is there a way to raise and lower a build piece versus where you have your mouse and the snapping options?
Does the infnity hammer do that?
I think it does. Try the PageUp and PageDn key when holding the item with your hammer.
Ok, thank you @proven niche . Also, other than a ward, is there a way to protect admin built buildings? I dont want players destorying them
Well, you can give them infinite health which helps a lot but isn't 'perfect' protection. They could still 'remove' them if they were using a cheat.
ok. I am using the anti-cheat mod, but I guess that only goes so far huh?
It does a very good job. You'd have to be trying really hard to get around it. Not many players would.
Backups regularly archived are still your best insurance.
true that. thats true for many things. lol.. I wish some of my customers knew that. 🙂
Yup. It's a hard life. Then you die. 😛
thank you for all the help @proven niche . Is there a way to make things like fires burn forever without wood for an admin placed build
You're very welcome. That was nice of you to say.
You'd need a mod to give fires infinite fuel. There's several mods that will do that but I like the NoSmokeStayLit mod by TastyChickenLegs. It turns off your torches during the day but turns them back on at night. That gives you a little better FPS at your base especially if you have a lot of torches. And you can turn off the day/night thing, if you want. 🙂
Helo hope this qestion is in the right chanel. Can you reset the resorces on a server with out reseting the server and if its posebel haw ?? Ty in advance
You can but you would need to use mods on the server and be an Admin there. If you want to do that, you could ask for the details in the #mod-issues channel.
ok ty for the info
I was thinking of setting up a local dedicated server. Do you still need to modify the assmebly.dll using dnspy to recompile the file while its in the correct location to increase the queue rate transmission value to give it more headroom to improve connectivity between multiple people? Are there any additional modifications needed to improve network performance with multiple people such as this?
You could do that instead with an existing mod. For details you can ask in the #mods-discussion channel, if you wish.
For those interested... Since I started to limit the ram, I've had two occurrences of the image just stopping (nothing of note in docker logs, just stops at a particular time). Coincidence? Possibly. But I'm removing the limit for now, all the same 😕
Hello can someone help me? I have a server that i tried to put my world in and for some reason the server keeps replacing the world file with a new one with the exact same name, i double checked everything and the names match. idk what to do :((
Your world came from your solo game? You'd have to copy both the .db and the .fwl file pair from there to your server's worlds_local folder. Be sure not to mix up the world's file pair.
getting a bunch of server errors on boot anyone seen this before ?
game seems to work fine.
normal there is no display output on a dedicated server
ah strange to call it and error or warning, no worries then and thanks!
how do you get the seed of a randomly generated map on a dedicated server? I want to reset the world, but use the same seed,
Ask the server owner.
I am the server owner
Is there a way to remove the password requirment for a dedicated server and only use a whitelist?
I remove the -password command in the command line tbu it complains its to short and closes
Otherwise Valheim Plus had a way to disable it
We don't tend to recommend V+.
I have a problem guys, the hidden locations revelated from the merchant woman are bugged. This locations still appears on the map , but dissapears when I arrived to the spots, the structure or dungeong not exists. Any solution?
We set our server raid settings to off, but we still get bats and "You are being hunted". Is there a way to turn those off too?
Have you actually turned events off or switched to player events?
Help pls
Have you changed game version since you had those locations marked?
Mmm I neveer changed the game version by myself, but the server was created before mistlands and ashlands. We found Hildir in Mistlands update before ashlands and now the locations are bugged.
That's what I meant. So the locations will have changed with the version change. You'll need to interact with Hildir again to get new ones.
create a new map with the same seed. then have your dedicated server use that map
IIRC, there is a web site where you can take your world's .fwl file and it will give you the seed. You'll have to do an internet search for it as I can't recall the name of the site. Sorry.
I just did a quick search for you. You can try this site. It looks good. https://valheim-map.world/getseed.html
The Valheim seed extractor allows players to seed their seed using an fwl file from the game.
Couldn't you just delete the .DB file and leave the .fwl to have it make a new world with same seed as last one
no. that would just make a mess
How and why?
Hey everyone! I have a quick question. I currently have a Nitrado server setup with no portals, x3 gathering and upped the difficulty but I’m also trying to add no map to make the server more interesting. I’m having some trouble adding that feature to the server. Just for some context, I’ve used admin commands to set everything up since we’re all on Xbox but the NoMap only affects myself and not others. Everything else will show up on the world modifiers besides NoMap.
Do you have access to the servers launch parameters to set these modifiers?
Our customers are able to set these up prior to starting their server. I'm unfamiliar with Nitrados setup.
Sadly, they do not. Seems the only way to setup any kind of modifiers on Nitrado is through the admin commands in game…at least that’s what I’ve found.
You can just write it in the start script as intended.
That's very odd. I feel like that would be standard practice. It's pretty simple to setup if you get access. It's just "setkey nomap" as a starting parameter for the server.
Having said that, Nitrado are the ones that only allow you to install Valheim Plus...
Weird! We have it as an option as well.
I personally added it as a one click install due to its popularity.
I feel ignorant because I have no idea where that would be located on Nitrado 😂
That's one for them I'm afraid. It's what you're paying for.
True lol. I’ll reach out to them to see if they can help me out!
You could always set the launch parameters on a local world and upload it to your server via FTP. If you need help I could jump on a call with you and walk you through it.
Hi guys, I purchased a valheim dedicated server on HostHavoc, but have no idea how to set up a dedicated server, does anyone have experience doing this and can help me out?
Haven't tried to rent a cloud-hosted one, I must admit but I'm running a rather happy thing here at home.
Where exactly would you be stuck?
The vendor where you rent the server should ideally have a number of templates and tutorials that would get you going - getting your server "from home" into a hosted, always-on might be a different challenge
where is the file on a dedicated server to enable things like fire spread and other hazards or is it done in game by an admin
Let me know if you still need help and I can walk you through it.
Anybody have a server up I could join?
Looking for some general advice about optimizing a dedicated server with ~30 mods. I am seeing stuttering at launch, when sleeping, & at logout...which sometimes leads to disconnects. My client is no potato, but is is older. Are there some good ways to ID problem mods in console, measure performance, or maybe just programs to make thing run more optimally?
You could try BetterNetworking and/or ReturnToSender on both server and player games.
I have seen those. Did you have a postive experience?
Personally? Nope.
Ok. May be worth a shot.
You can do a search for them in here and see what comes up.
someone can help me, i'm trying to make a dedicated server and when i run the scrip this appear. it's normal???
Normal
tx
Yeah, saw the same in mine. I suppose the number of each custom building is set default for an expanded world with more location sites. In an attempt to retain more vanilla locations, I used the config to cut attempted placements in half. I won't have results until after we regenerate the world.
Can someone help me figure out why my server does this thing it does-- If I load in by myself, everything is fine. If I join when someone else is in my server, it fails to connect or loads me into an empty world. Then occasionally I will get connection errors and rubberbadn like crazy. I'm on the same network as my server as I host it myself through an AMP Instance. I've attached a screenshot of what the empty world looks like. There is normally a massive base here. Server has 16GB ram available and the AMP VM has 8 cores allocated to it.
I have to relog a couple times sometimes for it to load correctly.
Is this a new server and it's always done this? Are you using mods on the server or on your game? Have you checked your log files to see if there are errors there when this happens?
Amp's website says they'll 'help you as much as you like'. You should probably take them up on that.
We've been playing on it for about a month now. It's done it the entire time, though I will say the rubberbanding only happens when one person in particular joins, so that may be a separate issue. No mods at all.
I did not even think of asking AMP support. Thanks for that reminder! I have not checked logs either but I don't see anything weird in the console when it happens.
Also, if you don't need crossplay to support Xbox users, and if you can disable that on the server with Amp's admin pages, then disable it.
If the rubber banding gets worse, and if Amp can't help with that, there may be a couple networking mods you can look into for relief from that particular problem. That is, if you can install mods on an Amp server at all.
Tested Better Networking with just myself online. It didn't seem to help with load times. This may not be surprising. It aims to fix players or mobs skipping in multiplayer. I may revisit it should we run into those problems.
w/o Networking:
load to PW = 56s
PW to play = ~20s
sleep to wake = 20s
logout to menu = ~6s
quit to desktop = 110s
w/Networking
load to PW = 71s
PW to play = 23s
sleep to wake = 20s
logout to menu = 33s
quit to desktop = 58s
You're right. I'm not surprised at that at all. I would expect the loading process to be struggling with things not related to networking at all. The networking would have to be pretty bad for it to affect the load times.
true that
Not sure if this is the right place to post this. If its wrong please let me know
But we have a situation in our dedicated server for cross-play….
A unbeatable god tier neck is following one of the players around
This might be rare? But how can we resolve this? Will we need to restart the server?
Assuming the God-Neck doesn't de-spawn on restart; an admin could use the 'kill' command in console.
Ah yes, I’ll give that a go
I'm a little curious as to how the neck got to be god-like in the first place. Someone with Admin access messing around? If so, get them to delete it.
Using the 'K' key in creative mode may also do the trick.
They have been using commands to build. Maybe it might’ve messed around with stuff?
If the neck has a ton of stars, he'll need to be deleted not killed. All that loot could corrupt the server.
No stars, I just mentioned “god tier” as in it simply can’t be killed with a normal character. I’ll try the kill command and give feedback 
Anything with a health bar can be killed.
The neck may have gotten 'tamed'. In that case, the kill command probably won't kill it.
It got awfully quiet in here. I hope Stella's all right. Do you think the neck might have got her? 😢
Hopefully she'll get her groove back soon.
Hm, lets see how that 26 year old joke lands.
low fps even on 8K instances, a lot stuttering
anyone can give me some reasonable configs to run a server smoothly with 4 friends?
actually have hosted on a cpu 4/4 2.8Mhz, 8Gb 2666, nvme
another day a I try the same server map on 4/8, 16Gb 2666, ssd and don't see any difference...
it's a hardware config problem, instances problems or can be more stuff to look trough?
thnx!
Valheims server setup is client authoritative.
The server is responsible for next to nothing, whichever client is controlling the area is primarily responsible for the compute and network updates.
If you are playing with mods, obviously some mods could negatively impact performance, some could impact it positively. I will say that its insanely unlikely that your servers hardware config will make any significant differences.
The primary cause of lag with 4 players is going to be the latency and intensity of updates needed from whoever is the owner of the loaded region. This typically becomes unwieldly if your player base is very far apart- say EU vs US-West/AU.
There are some mods you could look at to help improve network performance and your general experiance there, but that would be a discussion for one of the mod related channels.
Thanks a lot man, this make the things clear to mee. I probably gonna make some tweaks on my pc to see if run better.
The distance between my friends are not far, and the internet latency is not bad at all.
But yes I have some mods, more like QoF, and ValheimRaft...
One more thing, if u can tagme and show some mods to help with the network, I will be appreciate, just the names, how config and how use I do by my self✌️
You can help with the network by using the BetterNetworking mod on the server and the player's games. You shouldn't need to configure it. Just install it.
Hi new here is there a guide or how to for running a server?
I have a server through dathost but how do i get my old game on to there?
Dathost will give you instructions on how to copy the world's .db and .fwl file pair from your game to the dathost server. Keep the file pair together don't mix them up.
Thanks!
Is BetterNetworking compatible with the latest Version of Valheim?
wow, thanks you men
is there a way to whitelist players so they dont need to enter password but others do?
No, all players will need a password. That's how the server works.
You would need a mod for that. You could ask about it in the #mods-discussion channel, if you want to go that route.
alright thank you
Hi struggling to find my world on my local files.
I get to /locallow/irongate/valheim/worlds
but they say they are in the steam cloud? and not a .fwl or .db
In the game start up menus, you have an option to save them to the 'cloud' or to save them locally. And to move them back and forth. Best advice is to move them all to local.
ty friend
Moved, thanks!
I've done port forwarding once but it was a couple years back, and now im stuck because I don't know what to write in the following boxes "int. ip" and "int. port". Hlep ples?
Put the server's port numbers in the int. port field. The default ports would be 2456 and 2457 but you could look in your start .bat file to confirm the correct port number. Remember the server uses the primary port (shown there) plus the next one higher. And put the server PC's internal IP address in the int.ip field. Use the UDP protocol
Thanks, but why UDP? The guide i've been looking at suggests both protocols
The valheim server only uses the UDP protocol. Forwarding the TCP protocol as well would be useless but wouldn't actually hurt anything.
I seee, ie should still work?
both or UDP should work, yes
PlayFab create lobby failed: /Lobby/CreateLobby: Member cannot join this lobby because the number of lobbies exceeds the limit
anyone?
I've heard that changing the server name can help. If you only have Steam version players joining, you might also consider disabling crossplay and connecting directly.
Any chance someone is able to help out? I cannot for the life of me figure out why the valheim dedicated server (from Steam) is not able to pull my locally saved world. I'm sure ya'll get this question a million times but I have tried searching through to find an answer and it appears im not smart enough.
For context, I edited the .bat file to match the world name in the valheim > worlds folder. Whenever I connect to the server, it just loads the same world no matter what I attempt (same seed each time). None of the files are saved to the cloud
Did you copy the world's .db and .fwl files from your game to the dedicated server?
Where is the dedicated server located?
Locally hosted through Steam. Hosting it on the same PC. *If I understand correctly, I don't need to move the world files anywhere if the dedicated server is being hosted from the same PC.
Ideally, I just want to be able to leave the dedicated server running through Steam so I don't have to leave the game running for friends to play. Also, ty for the assistance. 
That should work. You've put the world files name from your game's worlds_local folder into the - world "xxxxx" option for the server's start up .bat file?
Line from the "start_headless_server" .bat
File from app data > locallow > irongate > valheim > worlds
Heh 'PS2 Graphics'.
Originally PS1....just felt fitting. 😝
I mean the game is leagues ahead of that, but sure.
If you're using the "worlds" folder instdead of the "worlds_local" folder, that would mean that your game's world files are stored in Steam's cloud.
Try moving them to 'local'. that will put them in the 'worlds_local" folder which might work for your dedicated server.
Tried each world and world_local 😦 No luck.
It wasn't meant as a slight against the game, my buddy just described it as such as it's his first time playing...so thats what we named it.
Your bat pic also has a different name or unless you cut part of it off in the picture
What do you mean? Both should be named "FrankMatt2".
Phone not showing full pic 🤣
It also looks like the .db file is missing. Or maybe just cut off at the bottom of your pic. Or maybe just lost it's .db extention.
Windows hides known file extensions by default
Should be the top file. I am thoroughly confused lol
That DB file is also very small
I may have found the issue....standby. I think it's an issue with the save file itself. I'm restoring an old backup of the save and then trying again with that. Nice catch on the file size.
Yeah, i've restored to an old back and same issue. Old save was called "FrankMatt" I've edited the .bat file to match it. Don't think there should be any issue with that as long as they match, right? I also confirmed it's local again and logged back into the original world file, locally to test.
Appreciate the help of you and @frozen zephyr , going to just start over on a new world since we weren’t all that far to begin with. Ty both!
is there an easier way to install mods with BepInEx in the command line
This channel is not for mods. You should ask in the #mods-issues channel.
Right but its also a linux hosted dedicated server
Ok, but you're not asking about the dedicated server. You're asking about the mods.
Hey fellas! I'm about to host a server soon again but it's been so long that I've forgotten!
Do some of the lesser quality of life mods work for xbox players to still be able to join?
Some might but they wouldn't work for the Xbox players even if they could still join the server. So it wouldn't be fair, really. You could probably get more details in the #mods-discussion channel.
Im asking about implementing mods onto a dedicated server, not about individual mod issues which is moreso what that channel is for
#mods-issues and #mods-discussion are about all mods.
If you had just asked in one of the mods channels like you were told in the first place, you'd probably have your answer right now instead of still arguing about where to ask. 😛
I was wondering if anyone can help me. I have Valheim on gamepass. I am running a dedicated server in my basement. I can get bepinex working on single play games and mods to work. When I do the dedicated server it looks like it’s working but none of the plugins work once into the game. Can anyone help.
Maybe someone in #mods-issues can help you with that.
yall are so weird.. its a dedicated server question. if i need help installing mods on my client and my game isnt launching properly, then yes i'd go to that channel. if i have a generalized question about installing mods onto a dedicated server, logically i ask in the dedicated-server channel. dont even care anymore, i figured it out its fine
For real.. Can we acknowledge that this entire discord is sometimes way too picky about sorting grey area questions?
Half the time, someone who probably HAS AN ANSWER won't actually answer unless you've asked it in the specific channel they percieve to be the more perfect choice. It's really aggravating
Trying to keep the channel topics sorted has the benefit of having the right folks see the posts that they can help with more often and more quickly. Not all the helpers around here hang out in all the channels all the time.
I personally try to do that in order to get better responses to more people with problems or questions and to get the responses to them sooner. I like to think it works and is well worth the effort.
Of course, I'm really sorry if it aggravates you, too. A quick and easy solution for that would be to just put me on 'Block'. You can do that by right clicking on my name or icon. I'll return the favor for you and put you on block myself so as to not accidently aggravate you in the future.
A lot of the mod folk only hang out in those channels and will never see those questions so it makes sense to point people to where they'll be seen by people who can actually help. Also, a lot of this has come down from the admin / devs themselves not the members.
In my experience, the more easily someone is aggravated, the more often they're aggravated.
Maybe you can learn some patience from your experience here. Or you can just not hang around here as much. That'd work, too.
Howdy- I'm running a dedicated server locally on my Win11 machine. It's just myself and another player who is local to my area, we both have great internet and hardware but we've been running into lag spikes while we're both online. Recently they've gotten so extreme they've been causing my machine (with the server) to full blown crash. The dump file implies it lags out so hard that the watchdog BSODs thinking something shady is going on. My machine is rock solid otherwise. There's nothing in the player log, server log, or event viewer that implies anything abnormal. Would appreciate any advice, cheers
Has this just started lately? Have you added any particular mods to the server and or games at about the same time you noticed this? Is the server's h/d ok? Not too full or having r/w errors? Is is only when the two of you are in the same place? Like maybe Ashlands? Does it happen on all worlds or just one?
I've never heard of a server causing the PC to crash like that. I guess you could add the BetterNetwork mod to the server and your games and see if that clears it up. And try playing on a new world together just as a test.
We've been having lag spikes even since early on but the crashes just started. It's inside a Mistlands cavern deal in particular that we're getting the crashes. No hardware/software changes or mods. Server has been running great in general; I'll run some tests though and check out that mod.
when you say you are running it on your local machine...is it a separate macine running the server?
Same machine
i9 13900 with 64gb of DDR5 and a 4080; so I'd like to think it's not much of a problem but I imagine it's a factor
nice machine, but are you running a game and using valjeim servers?
Could it be trying to writelock some files or something between my own instance and the server?
I have the dedicated server installed via steam
on the same device you are playing on?
Same machine and same user profile
any chance you know anything about running a virtual machine???( hypervisor) and try the server from there, it may reduce the conflicts
I do; probably worth a shot. I have gotten away with this configuration for.. however long this game has been out but I'm guessing quite a bit has changed on the server side with the introduction of crossplay
ive had my own private servers, ive tried to do game servers, im assuming that running a private server from your machine, and playing it from the same machine may cause an issue,
Yeah and I haven't been able to find anyone else running into this issue and it seems not a ton of people do this setup so it's probably the best option to address. Appreciate your time @atomic spindle and @proven niche! Will update soon hopefully
Trying a VM for the server is a good idea as it sounds like your PC could handle it. You have some decent temp monitoring going on there? And, if you don't need crossplay, lose it for sure.
Also, running the server in WSL on your Win11 PC might be a little more efficient with the RAM, etc. Hard to tell until you've tried it.
Also, don't forget to try a new world in case there's some form of corruption on the regular world. Check the size of the .db file to see that it's not unreasonably large.
I've been known to give both kinds, occasionally. 😛
@meager fox You can pm me. I'd like to help. I have a old server. I can load your saves onto to test
I've got a test server. We can load on there and see what the issue is.
Do you have bepinex loaded on the server?
Anyone else experiencing version mismatch ? I've got a server on linuxgsm (VM machine) and current build there is 15676529 but my client build is 15676521.
server build corresponds with the version that steamdb.info is reporting but I cannot seem to get my client to the same version and cannot connect to my server because of the mismatch.
I've tried reinstalling the client and verified all game files on both client and server (there are no mods on the server)
Those are the current build numbers. The build numbers for the game client and server are not meant to match.
its prob a mod version miss match
I was thinking of switching my server from Windows to Linux, and was wondering if this could have any adverse affects on any of the mods that I run, or the existing world we run on the server?
Once you get the server installed and running correctly on the Linux OS it should just be a matter of copy/pasting the world's .db and .fwl files to the server's save directory.
And most mods are built as Common Language Infrastructure Intermediate Language (i.e. .NET assemblies) so will work fine on Linux despite the DLL extensions (as long as they don't refer to Windows-specific paths or libraries)
Thank you Jaga and Justin! 🙂
You should actually be able to copy the BepInEx plugins, config, and patches folders from the Windows OS to the Linux server's folders without much trouble at all. The only real difference between the two is the path of those folders. Not the folders themselves.
If you're used to the r2modman mod manager on Windows, it'll be a little different on Linux most likely. It will still run on Linux and work for you except I've never been able to start the server from inside r2modman.
I still use r2modman to keep the server's profile there updated on Linux but when ready to restart the server, I have to copy the plugins manually from the r2modman profile folder to the server's plugins folder outside r2modman and then start the server from there. It's a few extra steps but not a huge problem.
Just another small note... I personally don't use the SteamCMD installation procedure on my Linux box. I d/l and install the server manually. It works better for me, although others do prefer SteamCMD.
Ah so youll answer a modded dedicated server question for that guy but not for me, sick 👍
If they'd started to ask how to get mods working, they'd most-assuredly have been directed to a better channel for it
check if your CPU is impacted by the intel manufacturing defect
13th and 14th gen CPUs with a K in the model number
It is a K too, but I've been able to run it at 100% for days on end with no problem
it's a hardware manufacturing defect that leads to more and more degradation until the CPU stops working
and @proven niche we're playing with just co-op instead of on a server and were able to get through the dungeon that crashed 4 times in a row no problem, been solid for an hour. Fingers crossed. My best guess is that running the server on the same machine as a player instance can lead to some either file locks or memory locks and is a bad idea- and that was even with running the server on a separate user profile in the background
neat
the good news is that either intel or your manufacturer should be covering you (who's responsible depends on whether you built or bought your PC)
That actually is a relief, I figured I'd just be high and dry and hoped I'd build a new machine before it became a real problem 😆
Also makes me real glad I haven't tweaked my voltages to push my ddr5 more...
Maybe something for the developers to be aware of? I wish I had better debug info aside from there's a hard process lock occurring
Which I know from personal experience is a joy to debug...
Welp, in the immortal words of ab: disregard that, I suck cocks..
I got another crash while using just co-op in a new mistlands dungeon even though we were able to clear the other. Same error- DPC_QUEUE_EXECUTION_TIMEOUT_EXCEEDED. It must be something with my machine/install and not related to the dedicated server :/
I'll continue to debug but followup in a different channel if I figure anything out. Thanks y'all
I'm just sharing what seems to be a very frequent observation. perhaps its extremely bad luck on my end, but it appears as though the majority of players I've come across have voiced a concern about receiving backhanded comments, or being dismissed entirely, even if they think the channel was appropriate. A good example would probably be the the mods- issues channel versus the mods-discussion channel.
I think the use of those two channels is a little ambiguous. #mods-discussion is more active though so most people post in there.
Appreciate the help and positivity! It's not the end of the world or anything to get it wrong, but it definitely is one of the most frequent gripes I've heard from dozens of players over the past few years. Questions sometimes get met with irritation and backhanded comments, etc. But hey, I'd say this is still a pretty well oiled machine for having over 137K members!
Speaking of Linux. How well does the server run in Linux vs Windows? No difference, better, worse. Just curious since Enshrouded and some other servers seem to run worse on Linux.
Unlike Enshrouded, Valheim's Linux build is just as native to the platform as the Windows one as long as you are on an x86_64 CPU. It ought to perform comparably, but I'll admit I've not benchmarked them in comparison.
Quick question thats been asked a million times I'm sure but what in your experiences is the best option/company for dedicated xbox server hosting?
Thank you for the insight @final current
We avoid giving advice on specific hosts here. It can lead to spam and scams and performance is often geographically sensitive. Given you're looking for crossplay support for Xbox, we can at least tell you what countries host Microsoft Azure PlayFab Party relays for Valheim (used for crossplay) if you give us an idea what continent most of your players will come from
Valheim dedicated server also does like nothing compared to other games dedicated servers
I decided on bisect hosting, this is my first time running a server for just me and friends, are there any good reads/resources for avoiding common land mines?
@tacit frost what is Bisect charging you?
I did 160 for a year
can you post server advertisements in here?
ohhh, thank you so much lol I didnt even see that channel
how can i chek the version of my dedicadet server?
Would someone please kindly point me towards how to create backups for my dedicated server that I've been hosting through GTXgaming? I'm pretty technologically inept, is there a guide located somewhere for this particular site, or would someone be able to walk me through the process? Thanks
Do you mean the server build ID? It's in the server's properties in your Steam Library on the Updates screen there. The current server build ID is 15676529.
There should be something on their website for that. If you can't find it there, you can put in a support ticket with them.
i mean how can i see witch version is my dedicadet server runing ?
Follow those instructions.
Apparently, the Valheim Server Tool doesn't have a 'version' number like the Valheim Game does. It uses the BuildID instead.
The Valheim Game also has a BuildID of it's own but also is given a version number while the Server Tool doesn't have one.
Are you asking because you've run into an 'Incorrect Version' error? If so, it's likely caused by a mod version mismatch not a server/game mismatch. And, if that's the case, we should discuss that in the #mods-issues channel.
The server console/log will show what version it's running
Can anyone help me with adding mods to my dedicated Server?
Im using the Programm from Steam
vc would be nice
Mods - as I understand - are widely client-side.
As an example, you can apply a client-side mod that gives you high textures
Or a clock
Or a "plant carrots with 1 click in a perfect square"
You can put that on your client, rather than the server.
Care to elaborate on the server-side modding, perhaps?
Otyher than that, I have a rather big question myself.
Running a server on a local server, being used to run up to three in parallel, I still didn't get the hang on how to build a dedicated server for the public test domain - is it that I need a 2nd Valheim account on the test-binaries ?
I just want to install server side characters
Perhaps better off to ask about that in the modding community.
I never dealt with "modded chars" myself, sry
What is the best host for a server that handles the public test branch ?
I had Dathost but had a world of issues connecting to it today and I am now looking for a new provider
You wouldn't need a different Steam Account but you would need to d/l the PTG version of the Valheim Server Tool.
You would find that in the Steam Library's Valheim Server Tool's Properties under Updates, IIRC. There should be a pinned msg on this discord somewhere explaining it. Maybe in the #valheim-public-test channel. I don't know. Sorry.
Thanks to @onyx sigil
I was afraid that this might've been the answer.
Other than people at blizzurd for Dibbelo we do not seem to have a 2-options to distinguish between test and real for eod-users.
With regards to passwords - you won't find one on the axe on my dear body dthat you try to rip it off - nice try
Start your bot with Fck0FF2024!
🤔
Eh?
I think they typoed your username.
Hi! I'm running a dedicated server via AMP. All runs great so far but after updating the server to the public-test branch WAN user first got the “Incompatible Version” as expected but after he updated his game to public-test it does not connect at all. From within the LAN I can.. Are there any suggestions where to look? When we move all back to the stable builds it works again.
Evening all, im trying to setup a docker for a dedicated server, i already have one running via an Unraid app but i wanted to setup another server on an old NUC I have running Ubuntu Server. I have managed to get the thing installed and running but when i come to restore my old world to it and start up i am unable to connect to it. I'm not 100% sure i've edited the correct files to use my saved world. I edited valheim.env with the world name and start_server.sh to match the file names. but when i attempt to connect it the game eventually says "Failed to connect"
I'm using docker compose and installing this server https://github.com/lloesche/valheim-server-docker
Is the WAN user using any mods at all? Has the internal IP address of the server changed?
Both not
I'll try tomorrow with the others as well and report back. It's just the one, could be so many things at the moment
When you say you managed to get the thing installed and running, how do you know it was actually up and running? What world was it using then? Could you connect to it ok? Have you checked your ports in and out of the container are correct?
I can connect, he could connect, then after update only I can connect.
Could it be that you are Admin and he is not?
Hard to tell at this point. It was just a guess. Can you test for yourself without admin status?
Yes
Removed my steamid from admin list and restarted the server. I could still log in. I'll troubleshoot again tomorrow, the rest is sleeping at the moment. Thanks for the help
Ok, good luck with it.
so i recently got a new server i setup all the proper stuff for port/firewall and game panel when i try to join using the dedicated ip or my vanity link nither worked and im at a loss ive tried asking other people but wasnt much help i cant find the join code and i got crossplay enabled i set everything up but still cant join
Your server is rented from a Hosting Company or local on your LAN? What error do you get when you try to connect? Have you checked your game log for errors that might explain it? Do you have access to the server log to check for errors there?
company but i had to setup everything
failed to connect and on panel shows nothing
and yes i got access to logs
If you go to the end of the server log, you should see that it's connected and it should give you the Join Code. If there's no join code there then the server isn't running. In that case there should be error(s) explaining why.
so it says game server connected but no code
10/17/2024 01:03:21: Game server connected
10/17/2024 01:43:21: Connections 0 ZDOS:381618 sent:0 recv:0
Sounds like it's not using the crossplay option. Are you finding the server in the Steam server list at game startup?
When you start up your game and select the Join option, it should give you a list of servers. You should be able to find yours by name in the public tab. You can use the filter option to speed up the search.
no i cant
And when you try to connect using the server's IP addrss and port No. you just get "Failed to Connect"?
yeah
Go to the geekstrom.de/valheim/check site, put in the server 's address and port No. ane see if it can see the server. If not, the server's comm traffic appears to be not getting out properly for whatever reason.
NO 😐
Query port is not reachable from the internet.
Make sure both ports (default 2456 & 2457 udp ) are forwarded correctly, and your firewall allows traffic on these ports.
If you start your server with -public 0 it can not be found.
i did set the ports up though
Yeah, you should have -public 1 not -public 0 in the server start up options.
And you can try using a different port or putting in a ticket with the VPS Hosting Co. to see if the traffic is allowed or being blocked somehow.
where can i find the public 1
also its dedicated not vps
You need to add it to the same exec line in your server start file that has the -world and -port etc. options
so at the end of the line add -public 1?
Oh, when you said you had to set up everything, I just assumed you had a VPS. Sorry.
Yes, add it to the exec line anywhere in there just like the other options there.
okay
all good most hosts does do vps but i got multiple games running on it its why i went dedicated
i wasnt kidding when i said i had to set everything up
I've gotta go AFK. If it's not running now, maybe someone else here can jump in and help. Good luck with it!
thanks
didnt work idk im lost now if somebody else could help
hello guys, any dedicated server from south america?
You'd have better luck asking in the #1024264966712340510 channel where the servers are.
First place to look will be the logs. lloesche's container by default logs to stdout/stderr, and that will usually be absorbed by your docker daemon, podman buffer, or kubelet, depending on your setup. Look for logs around the time of a failed connection. If there are none, make sure you've exposed the right ports to the host (assuming you're using typical bridge networking) and exposed them as UDP (e.g. -p 2456-2457:2456-2457/udp).
If you don't have Valheim on the host machine, then connectivity testing depends on whether you're using crossplay or not. If not using crossplay, make sure you're connecting with a Steam-delivered Valheim client and connecting via localhost if Valheim is on the host machine or via LAN IP if Valheim is on another machine in your LAN. In the latter case, you'd want to ensure your firewall software is not set to block the connections. Ubuntu Server's default firewall is netfilter configured by the ufw tool.
If you're using crossplay, connect via the external IP address or logged join code only.
After all that, it can be something unrelated to your container infrastructure. Something as simple as not providing an adequately complex password to server startup.
Yes when I edited the files mentioned it created a brand new world with that name. If I copy my world to the worlds_local folder it renames that to .old and creates a new blank new world.
I should have explained. The server is on my local network. It works as it creates a new world with the same name as my old world and I can connect to it. If I copy my world to the worlds_local folder it gets rename to .old and it creates a new world with the same name.
I have a qauestion : is there a mod tath alows sharing the zone hosting between players ? we have this better networking mod .. and we tried alot of others but every time a Canadian , American and a European player plays togheter we have this huge lag spikes on the server.
Other users can't get in either now
Managed to get it working, when adding the server as a favourite server in Steam with port 2457 iso 2456 it works. Interesting is that when you make a shortcut to it on the desktop it claims the appid is incorrect. Maybe thats the core of the issue? I'm on the PTB.
Have you tried this?
Smoothbrain-CombatOwner-1.0.0
hey guys can someone help me. i rented a server an wan to uploade my local world but all the save are now _maptextchaches and not .db. does anyone have a awnser for that
Go to your File Manager options and set it to show all file types and hide none.
you mean like in filezila ?
No. Filezilla is an FTP app not a file manager.
Your file manager is probably File Explorer.
Show file extensions
Pretty sure he just did that.
No he said show all file types
Same thing.
Those files are not showing file extensions that I can see
They don't have any. His world files are not there.
Depends on interpretation
I prefer facts.
Are your worlds in the cloud?
Me too. He said show all file types and hide none. None of those are options in file explorer from memory
sorry for my bad english iam from germany. and can the worlds be in the cloud?
Show protected and systems files is an option along with show file extensions
Yes.
There is an option in your game start up menus to Manage Files for Worlds and Characters. Choose to move them to Local.
thanks the problem was that tthe files are in the cloud -_-
@proven niche thanks for the help I found out I didn’t do everything from a friend who help me set it up but thanks for the help last night
You did end up helping me in one way
I'm still struggling to restore my game world to a new server. I edit valheim.env to have the world name the same as my file i uploaded but it just seems to get wiped out and a new world is created
Did you copy both files? The fwl and the db one?
yeah, just making it so i can reveal the map as the world is showing as my world name via the F2 menu but the fog of war is still covering the map
okay Dev commands don't work on dedicated servers...sigh
not without a mod
just testing something
sigh
i think i sorted it. I was renaming the world file to not contain spaces.....i put the spaces back and its now loaded and i can see where i have explored
Hiii does anyone know how to force the server to run off different port/ip? It automatically chose my public IP address to host on but i think id rather it worked off Zerotier vpn
Am on debian btw :3
-port XXXX in your start script should be enough.
You can't control the IP it binds to. Valheim Dedicated Server binds to all interfaces with IPv4 available when you start with crossplay disabled.
If this an Internet privacy VPN, then you would have to configure port forwarding with the vendor if they support it (e.g. some vendors supply a randomized port through a NAT PMP request) and ensure your dedicated server is listening to that port or you are rewriting packets that come through that port (e.g. with Linux netfilter).
If this is a VPN for personal or professional LAN networking across a WAN like the Internet and this VPN vendor supports UDP routing, and you'd like to play the game over that, then you will need to:
- Disable crossplay
- Have the Valheim players on the same VPN
- Connect to the server through whatever VPN-routable LAN IP is assigned to the server host
Hello.
I am looking to host a Valheim server on a machine for friends/viewers. I was curious if there is any particular amplified DOS attacks I should be made aware of and firewall off? Idk what vulnerabilities lie in the Valheim server hosting software
Yeah don't run with firewall off, just open the ports required and forward to your server.
Is there a guide about finding the seed of your dedicated server?
it's in the fwl file
I tried to search for that filetype in my valheim dedicated server folder, but I got no hits
it's a different location.
Thanks, I foud it
That doesn't really answer the question 😅
Either no vulnerabilities, or if they exist and those who know them - why would they reveal them?
If the adversary is powerful enough there's no ddos you can stop.
But you can easily protect and hide your ip by using a reverse-proxy or a vpn that has port-forwarding option that would allow you to have semi-custom subdomain something like "xbye somedns com"
Also it's good to set up a firewall deny all and allow only necessary ports.
I'm not talking about a DDOS. I'm talking about an amplified attack related to the server's hosting software. And sure, if an attacker knew them, they wouldn't reveal them but I was hoping to ask here and hopefully get some help from people that may know about them.
I run a bunch of servers for another game, which has some serious vulnerabilities. I've had to construct my firewall in a very specific way to block those packets from reaching the server hosting software or else it could cause the server to crash
I try to share my knowledge with other server hosters in that community since there have been a lot of active attackers in that community
I don't know.
I'm curious about the motive behind such attack, if it would be the same for Valheim.
If you're talking about a mmo or a game-server with hundreds of players that's a totally different story. To me it sounds like that server software is either a joke, or the community servers are huge and worth attacking.
The owners of the biggest Valheim servers would know the answer.
I don't recall there ever being any kind of amplified attack related to the Valheim server's hosting software.
You can do a search in here and see if anything like that has come up in the past. A search in one channel here searches the whole discord server.
If it had ever happened you'd think it would have been reported and discussed here but apparently it hasn't.
I mean, that's good ole Source Engine (SRCDS) for you. Lots of (unpatched) exploits in it. A lot of the exploits tie in to their A2S. Some of the exploits can bring a server down in less than 1'000 Kbps of packets. A lot of older game engines, or poorly made ones, have vulnerabilities like this
Fair, though most of the time people get attacked and don't know what's up or how to even network log. Their response are just "The game starts lagging."
Running the subreddit for one of the communities that is experiencing these attacks, there is no shortage of people having no idea what is happening and assuming it was things like mods, their computer, etc.
I'll just set up a server and open the port to it. Do we happen to know the tickrate of Valheim servers? A good solution I like to use is to limit the amount of packets per second an IP address can send
I suggest you post the question at Odin plus discord server too, cause some of the people who know the answer are not here or they don't check as often.
I don't think he's interested in mods.
Using LinuxGSM to host.
I have to have public set to 1 in order to connect unless it's a LAN correct?
no. that's for steam query.
Weird.
Was trying to connect for the longest time but it wouldn't let me. Maybe because the -crossplay option was forced into the launch, removed that and it was fixed.
Can I only open the game port and not the query port then, and just leave public set to 0?
yes you can try only the game port.
Oh I think I see what the problem was.
There is a huge CPU spike at the beginning of when the server is launching, and I would try and join as soon as the server was launching and I guess the server wasn't ready yet
I usually wait 2 min before I log in.
Is there a way to force a save on a dedicated servers?
the server host i bought a server from isnt letting me do the bog witch update. is anyone using a host that has an easy ui that lets you do the public test?
I don't know what happened to all the PTB users. It's like they all went somewhere else or something. Very strange.
I just found out that Google's AI assistant, Gemini, can now answer your Valheim questions on your android smart phone!
I wonder if that's why it got so quiet in here?
I'd still rather rely on the Discord and the Wiki. But also, it's nearly 2am here I'm not surprised it's quiet.
That would not be the weirdest thing I've been accused of.
hey guys, anyone remember how to update a g portal server to the latest version? im way more used to other server providers, so ive never needed to update g portal yet
literally setup a server hours before the bog witch update haha
Note the update you're asking about is still in testing.
GPORTAL's backup instructions are here: https://www.g-portal.com/wiki/en/valheim-create-backups/
I understand you can switch to the public-test branch in the Basic Settings page. You'd then need to ensure your players have switched their clients to the public-test beta branch as well.
In the past, GPORTAL has also created a new world when switching branches. If this is still the case, you might need to re-upload your backup following the branch switch in order to have your old world updated and used.
I don't have a GPORTAL account and don't work for them, so you may wish to research further before pulling the trigger.
i found out the xbox version is already an update ahead of steam, so the server still works on steam just not on my xbox atm ol
Do I need to be restarting my Valheim server every so often for performance issues?
No, not ordinarily.
Hi, im having like the worst connection issues when it comes to joining my friend's server i logged in and tried to connect from 3 different pcs, reinstall, check files, checked windows updates on both ends and literally nothing helps, my friend did in fact invite his other friend and he connected and played just fine, im just helpless that's why im reaching for the help here
did anyone experience something like that ?
What error msg do you get? Check your Player.Log to see if there's any error explaining it in there.
could u tell me where is it ?
It's the Player file. Your File Explorer is set to hide file extentions like .log
it says a lot of things like joining server , timeout detected ...
the list is long but idk what is useful to us
Can you explain better how are you trying to connect?
is the server crossplay are there xbox players?
Are you using ip:port and password or in-game menu or code?
everything as usual a normal server with password and no crosplay , everthing worked just fine and then one day things just went south / failed to connect
Can you find out what exactly is different between the other player and your setup? Software update, or version mismatch or router/IP issues?
how do you add player admins for a dedicated server?
instructions unclear, do I need to make my own adminlist.txt in the valheim_server_Data folder?
No, the server has it's own Adminlist.txt file. It's in with the server saves not in the game folder.
whats the right directory for that?
Usually ...AppData > LocalLow> Irongate > Valheim
I do have an admintxt in there, but doesn't seem to take with my dedicated server
unless im missing something
You have to put your SteamID in there on a line by itself. It's the ID with 17 numeric characters.
I can't tell what you're doing wrong. Sorry.
can anyone help me with server setup of valheim in oracle cloud using free tier.
Do a search in here for the word "oracle" and see what comes up in the previous posts. It's a preview of what you're in for, if you decide to go ahead with it.
thats what I did in the first place
Ive also dm some of them whose server is working right now, lets see if that helps.
Hi folks wondering if anyone can shed some light on this. Having trouble with a locally hosted dedicated server. If Crossplay is on, others can connect but I error out with code 4098. Previously I would load into an empty world (grass and water), and have to relog multiple times before connecting but it eventually worked. Doesn't anymore. If Crossplay is off, I can connect with my local IP but not the public one and no one else can connect. The server shows up with the checker at geekstrom.de but not the in game server browser. I have all ports forwarded and more rules than I need in my firewall. Any ideas? Thanks!
Do you really need it to show up in the game-browser? It won't show up if the server is set to private (public=0) and if the steam port is not open. Did you try to connect by ip:port directly?
And it's best to disable crossplay if you don't need it.
No I don't need it to show up just mentioning all details I can. Tried setting -public 1 as a last resort. I think crossplay was enabled by default when starting the world but I have no console players so I don't need it. Connecting via external IP:port gives failed to connect message and the server doesn't see the connection attempt. When adding the external IP to favorites it's listed as the server name in the start_headless.bat file so I assume it sees something.
That sounds all good to be honest. Are your friends on the right version? Any mod conflicts?
Yeah we're all updated to the latest stable version and they have my mod list. With crossplay they can connect no problem. Without it, no dice.
Ignore this, UDP port state can not be determined.
can you go to a port checker website and test if your router is open on 2456 udp ?
or whatever port you are using, but default is 2456
Welp it says 2456-2458 are closed but I am looking at the rules that have them open on my router. I'm gonna try to reboot the router. Not sure what else to try.
I have tp-link and it's under NAT forwarding > Virtual Servers.
when you mentioned firewall do you mean both on router and the OS?
Apologies was rebooting. Firewall I meant OS. I have In/Out rules for all 3 ports both TCP/UDP as well as allow the server and game but I think the game added itself. In my router I have 3 port forwarding rules, one for each port forwarding both TCP/UDP from external IP to internal. I have run Minecraft, Terraria, Zomboid, and DST on here so I don''t think my router has a separate firewall I need to configure. What I don't understand is if the ports are closed how does the checker at geekstrom see it?
I have 3 router rules because a post mentioned that might help. It used to be one rule with a range but same issue.
try other checkers like portchecker co or any other port checker
The one dedicated to Valheim should be the best.
Odd it's saying all my ports are closed, even ones I know worked before. The local IP of my pc was changed recently so I had to go change all the rules. I wonder if that had something to do with it
I'm at a loss guys. Server checker says it's up right now using port 2457 but portcheckerco says it's closed
and 2456?
Sorry it uses 2457 in the check box but says "Server running at IP:2456"
And port checker says all 3 ports are closed
Would connecting through the steam server favorites list work? Can I even do that when I launch through R2Modman
Nah even in steam it doesn't find any servers at that address
if it says closed then theyre closed.
I have no idea then. If I disable the rule in the router server checker can't find the server so it seems to be working.
when you say server checker you mean geekstrom ?
yes
so it shows open for both ports?
all 3 on geekstrom report its running. portcheckerco says closed
if you don't mind sharing ip in DM i can tell you right away if open or not.
But it seems to me that they're closed.
geekstorm aint good. it's delayed.
What do you mean by delayed? As I said I can turn the rule off, refresh geekstrom, and it responds accordingly.
it means it shows as closed the ports that I have open.
Is it just checking open ports? I thought it had additional "Valheim stuff" to check.
no
That's why it's shit. It has probably caused a lot of confusion and problems.
nvm
I've never known anyone to have any problems with it.
I don't know enough about this stuff to say one way or another
The only issue is sometimes switching from crossplay to Steam, the PlayFab servers can retain the ports for a while until they update. It might be worth trying a different pair of ports.
I read something like that but it said they last about an hour. I switched yesterday.
Try out geekstrom and try 10 other websites that check open ports and see what I mean.
If I change the port to i.e. 2500 will it automatically use the next two sequentially so 2501 and 2502?
Well, Valheim only uses two ports, but yes it'll use 2500 and 2501.
Some home routers don't support 'loop back'. Meaning that when on the same LAN, you'll need to use the server's internal IP address to connect and won't be able to use the WAN IP address.
Yeah localhost I can connect fine but others can't. Crossplay they can connect but I can't
I could use some help, me and my friend are trying to play, we've had our server for half a year and it's been running smoothly, but recently starting like yesterday, he can't seem to join the server. The server is open for multiplayer and we've made sure to type the same exact password.
Is there any way we can fix it?
stopped working so I need a way to fix it again.
Crossplay doesn't use the port forwarding in your router.
You need the port forwarding set up in order to have external players connect to the server without crossplay.
Yeah that's the issue. geekstrom.de sees the server but other port checkers don't. It seems to be following the rules I set in the router. Don't want to repeat everything said above. I do have to run though. Thanks for the help folks I really do appreciate it. I'll check back in later on. Take care.
It's also not showing up in the friends category, for my friend. We have each other added, it only shows up on favorites and recent.
ALSO it says for me in the Player List that he is registered in the server, yet for him it says it wont work. It just says "Fails to Connect".
What kind of dedicated server is it? Locally hosted on your LAN on another PC or rented from a hosting Co.?
Do either of you use Xbox and does the server have crossplay enabled?
How does your friend usually connect? Finding the server in Steam's listing inside the Steam client? Or in the game's server listing? Or with a Join Code?
Exactly what happens to your friend when he tries to connect? Error msg? If so, what msg?
Are either of you or the server using any mods?
Online, he's across seas from where I am. It's hosted from the pc I play on directly.
We both use PC.
The games servers listing, we can't use Steam because it's modded.
It just says fail to connect and for me on my side, I go into Player List it says he is in.
We are using mods and we've made sure to load with the mod manager and mods enabled.
So geekstrom does not show private servers or those that have only 2456 open
Well no, because those would be considered as not working. It's doing what it needs to.
When was the last time your friend successfully connected to the server?
Also, you can use Steam whether the server is modded or not.
I don't know what you mean when you say he is in the "Player List". Are you referring to one of the .txt files in your server's save folder like the AdminList or Permitted files?
The only error msg your friend gets is exactly, "Failed to Connect"? Have you got some mods updated for the server and you own game but he hasn't updated his?
It was yesterday, he kept trying to join till it finally worked.
It doesn't allow it on the manager we use, thunderstore, whenever we try loading from steam directly all the modded items we use vanishes completely.
By player list I meant when you press esc you can check the players in the server, for me it says he is in the server in the player list.
Yeah it is exactly "Failed to Connect", and we've already updated all the mods.
How does he try to connect to the server? Using the server's IP address and port? Finding the server in his game's start up server list?
Has your home WAN address changed from what it was yesterday such as it would if there was an internet outage or something?
Also, I don't know how he can be in the in-game player list (it's on the F2 key unless you've changed that somehow) when he can't connect to the server. I'm pretty sure that's impossible unless there's some really awful comm lag spike somehow.
It could be that he does connect to the server, so you see him in the player list, but then his game stalls out before fully loading the Valheim game for him. That could explain the Failed to Connect msg, if his game never loads and times out in spite of actually connecting.
Have him go to his Steam Client and re-verify his game files. Also, power down and restart his PC, if he doesn't do that regularly. I once had a friend who left his PC on 24/7 for days at a time. That's incredibly bad practice for a number of reasons.
Oops: 'System Boot Time: 24/08/2024, 21:16:03'
When your PC powers on, it goes through a check-up routine to see that everything is operating normally. And beeps at you several times when it is developing problems.
If you continually avoid that power-on check, you can have developing problems that you won't know about until it's too late.
If you need to keep the PC running for some reason, such as maybe your home security system runs on that PC, then you should still be powering it down and letting it restart back up once a day. You don't need to let it cool off. Just let it do it's power-on check.
One thing I've completely forgotten (cause I'm tired) is that UDP ports can't be tested if open or not, and that's what I was trying to do.
The best way to test a private server is to try to connect through the game.
For Geekstrom to show a port as open you need to set server to public=1 and open both ports on the firewall and the router.
Yeah no idea why it's not working. I've changed the port to 2500 and geekstrom still sees the server. Even on my LAN cannot connect using public IP. Local works fine.
you mentioned that it was working some time ago? What could possibly change since then if not software updates or IP address?
Btw how did you install the server, steamCMD or SteamGUI?
It was working with PlayFab but I always had issues connecting. Now it just errors me out when I try to connect to PlayFab
Not sure how I installed it. Just installed through Steam tools menu. Then manually admin the files
Your other game servers are reachable via external IP? One recommendation is to set a DHCP reservation for your MAC address so you don't have to keep changing your forwarding rules. Make sure you use your ethernet MAC address instead of Wi-fi if you connect on both.
Haven't tried booting up the other servers in a bit. My local IP was the same for years but recently incremented by one. I am not sure what caused it to increment
Point being I've only had to change the rules this one time
Looking to buy hosting Valheim Server, can recommend on cheap server for 4 players in the middle east or Europe?
Anyone know a good server rental provider for EU?
Really, the best way to find a good hosting Co. is to look over the on-line reviews of them.
That way you get better information about all the different considerations like support, price, performance, etc. than you will from one or two folks experience with them in here.
Dathost seems to have good reviews with quick search. Also a money back quarantee
Interesting... My own 'quick search' of them turned up 'mixed' reviews. And they certainly aren't the only provider with a money back guarantee. I wouldn't rule them out but wouldn't recommend them over others, either.
I'm wondering what's causing delay and other stuttering issues when three or more players are in the same area and if this is something that is being looked into? Always seem to be and have been an issue when playing with others no matter the amount of non animate objects in the area. This makes boss fights and for instance sailing very sketchy.
It's possible that one or another of the players or the server itself may have comm link problems. There are a couple of free mods that seem to address this kind of networking problem and have had good results reported. If you want to go that route, ask about the details in the #mods-discussionchannel here.
Compared to p2p networking Valheim is p2s2p2s2p
so take 2 players with the biggest latencies and add them up Total latency = p1latency x2 + p2latency x2.
there are no solutions to latency caused by geo distance.
Does anyone know how to solve this problem?
Failed to send data k_EResultNoConnection
Only a few players cannot connect to the server and receive this error, the majority can connect without problems
Anyone seeing a bunch of shader errors on dedicate server (windows) startup? Curious if this is normal for startup process. Seeing lots of "shader pragma errors too"
E.g
[Subsystems] Discovering subsystems at path C:/steam/steamapps/common/Valheim dedicated server/valheim_server_Data/UnitySubsystems
Forcing GfxDevice: Null
GfxDevice: creating device client; threaded=0; jobified=0
NullGfxDevice:
Version: NULL 1.0 [1.0]
Renderer: Null Device
Vendor: Unity Technologies
Begin MonoManager ReloadAssembly
- Loaded All Assemblies, in 0.047 seconds
- Finished resetting the current domain, in 0.001 seconds
ERROR: Shader Sprites/Default shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
Microsoft Media Foundation video decoding to texture disabled: graphics device is Null, only Direct3D 11 and Direct3D 12 (only on desktop) are supported for hardware-accelerated video decoding.
ERROR: Shader Sprites/Mask shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
There is no texture data available to upload.
Shader pragma issues
WARNING: Shader Unsupported: 'Custom/LitParticles' - All subshaders removed
WARNING: Shader Did you use #pragma only_renderers and omit this platform?
WARNING: Shader If subshaders removal was intentional, you may have forgotten turning Fallback off?
ERROR: Shader Custom/LitParticles shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
WARNING: Shader Unsupported: 'Custom/LitParticles' - All subshaders removed
WARNING: Shader Did you use #pragma only_renderers and omit this platform?
Everyone sees it. It's perfectly normal.
is it possible to upload a pre-exsisting non dedicated world to a server whilst keeping the progress?
You pinged me not him btw
My bad.
Yes it should be possible, don't know how though.
Maybe this can help: #dedicated-server message
(reposting here because I posted in the wrong channel, sorry) Hello everyone. Friends and I are playing on G-portal dedicated server. Due to unfortunate situation, we lost our 2 stars Boar farm. I'd like to spawn two 2 star boars as replacment. If I get this right, we can't use devcommands on dedicated servers unless I install dev commands mod and add myself in the admin list in g-portal serv. Both things are done, except nothing is spawning with the command [/spawn Boar 1 3]. Anyone could please confirm if we can or not spawn boars ? thanks a bunch
you could download the world files and start in your PC, singleplayer, then enable devcommands and spawn - then reupload the world files
alternatively installing mod "devcommands" that enables you to do this on server
yes by putting it in the world folder and start server with its name
You may have to turn on commands first. Type devcommands command toggle in the F5 console. Then do spawn Boar 1 3 not **/spawn Boar 1 3 ** no "/" character for console commands.
I'm running a server with the serverdevcommands mod. I had the world modifier for portals set to Portal Items (allows you to bring metals through portals) What command can I use to set it back to default, because it's not letting me.
,/setworldmodifier Portals Normal
Does not work
Try "setworldpreset default".
Thank you! That worked.
Sorry, I was gone.
@worn loom I installed devcommands on both my PC and my g-portal server (manual installation, bepinex activated). Downloading the world files is my last step, I kind of fear to break things.
@proven niche I tried both the F5 console box and the chat, trying for both with and without "/". I'll try again though
Thanks both for your replies!
EDIT : as an addendum, when I text the console prompt I either get a message saying "it's not a command" ; or "is not valid in the current content" ; or the prompt goes in but nothing happens. It depends if I use the f5 console or the chat, with or without the "/".
I suspect that either you're not actually an Admin per the server's Adminlist file or your ServerDevcommands mod hasn't loaded properly on the server and your game.
I'll doublecheck the admin list and the mod too, thanks!
you also need it on your pc not only server
Man I'm so stupid. I backed up my files and forgot to put the mod in my client side again.
It's working now. Thanks both of you for your time and help
np mate
how is Jaga still not a helper? @wide cipher pls bro he is more useful than any helpful kekW
What a nice thing to say! I'm going to do my Happy Dance now... (which explains why I'm not actually a 'helper') https://tenor.com/view/viking-gif-18137671
not sure Helper kekW supports your claim
idk just do a "from: jaga" in search bar, the fact stands in its own
3811 lines?
yeah. kekw only is mentioned 325 times 🤔
some people works better than being a helper with all the limitations that comes with the role 🙂
we are infinitly glad people like @proven niche is on our discord and help people out
Man, if number of lines was a criteria we'd have a terrible set of helpers.
its clearly not the amount that is the headline here, but his activity and devotion. I see him here all the time, more than anyone else, which is why it baffles me how shallow the interception of it all is.
I just honestly are surprised to come back time by time and seing him as active as ever but without the helper role, which is a role one would think belongs to a MVP in terms of being helpful, no?
but who am I to express a opinion🤷
I could also mention that I never seen anyone with the helpful role help anyone in here but im not that active here to speak about that
That would be very inaccurate and very unfair.
Some people just don't even want the role as it feels like a lot of pressure.
Reaching for a gasp of air, aint ya now
Not especially.
Any dedicated server for filipino?
Have a look in #1024264966712340510
Can anyone recommend a method of accessing my server files and editing them via mobile? My PC is pretty much bricked. Just trying to update my server with a seed or hopefully a world save to transfer my progress.
(AM on console, xbox)
ie its just the way it is and always will be?
I think that's going to be a challenge for you. You can ask in the #xbox-bugs-discussion channel to get some help there. I'm pretty sure that's come up before over there and they are likely to be able to step you through it. Good luck with it! 🙂
I poured over thousands of lines of code via nitrados mobile app modding the configs of a dayz server waaaay back when pvt servers first launched. I'm up for the challenge haha. I more or less just wish it were simpler to set up a server via the in-game interface haha
I run my server on ubuntu with systemd calling the valheim start script. Looking to schedule regular restarts of the service with systemd timers. I have never noticed an issue with it, but can I have pretty good confidence the server will save the world at a restart. I imagine if someone were connected they would get kicked and potentially lose their side of the save?
Make sure you have
KillSignal=SIGINT
TimeoutStopSec=90
``` in your `Service` section of your unit definition, or even higher timeout. You will not get a guaranteed save with the default `SIGTERM`.
If you modified your unit definition use `systemctl daemon-reload`
As for players, I don't know all of the risks, but I think you could end up with slightly-behind last position or worst-case something in-flight being queued (e.g. to a smelter) or stored (e.g. in a chest) being lost.
Thanks, the SIGINT will give me something to look into. Not to concerned about the player save. Messaging will be there so everyone knows in the discord about the scheduled reboots.
How often are you planning on restarting the server? And why?
weekly, just for a routine fresh start.
Much appreciate the insights from @final current on the world save state. I had assumed my service restart would ensure a world state save.
Yeah, weekly seems reasonable to me, too. And I also think @final current is one of the great resources we have around here. 😄
Feeling is mutual, Jaga! I hone in on Linux server stuff as I spend too much time in that space

is there a mod that helps me see the spawners on the map and delete them if necesary in admin mode?
so question can i host a server on the pc and join it on the xbox (i think i should be able to but i wanna ask just in case)
Yes, you can download and install the Valheim Dedicated Server Tool from Steam and install it on a PC on your LAN. Then you can join it and play on it's world with your Xbox.
nice also other people can join me to right i mean that would be the whole point of a server
Yes, you could invite other players external to your LAN to join the server with you. One of the options you have when you set up a Valheim dedicated server is to use -crossplay or not. You need to use it in order for Xbox players to join the server.
So, make a mental note for future reference that your server needs -crossplay enabled.
got it thank you
It's usually enabled by default so that makes it a little easier. 🙂
Dumb qustion: Its been a while since ive hosted a valheim server. I'm using r2modman to manage some mods to change up the playthrough, tho usually i run my servers as headless using steamcmd and it seems by default the manager loads into steam booting me from my client side pc. Anyone know the best way to handle mod management + headless launch?
I'm no expert when it comes to running headless servers as all of mine are run via a remote desktop app. And therefore not headless, although remote.
However, I'd guess the easiest way to do it headless would be to run the r2modman app on your client side PC and have it create a profile for the server separate from the profile it creates for your client.
Then simply transfer the files in the client side server profile's plugins, config, and patchers folders on your client PC over to the server's folders on the remote headless server installation and restart it with those files from your client side r2modman server profile.
Maybe someone else in here with actual headless experience has a better idea.
Hope that all makes sense. It's kind of hard to explain it clearly without making a wall of text in here.
It looks like BepInEx generates and example .sh file that sets some environmental variables needed at start up. It terminates with running the server as i usually would from start_headless_server.bat so im trying to work with that to see if that does the trick, though im failing to connect at the moment
The OS that the headless server is running on is Windows or Linux? The .sh example file is for Linux while, of course, the .bat file is for Windows.
I guess I don't actually understand the problem. Sorry.
oh good point. running it on windows poop
If the server runs on a Windows PC, it might be easiest to use a remote desktop app to give you direct GUI control of the server PC. That way you could run r2modman on the server PC and have no need of transferring the files back and forth with running r2modman on the client PC for the server.
If you decide to go that route, I can reommend the NoMachine remote desktop app. Their 'personal' (non-commercial) version is free and it's working great for me.
Ive been doing that just using the windows built in remote desktop tool. The core issue is that I don't run multiple steam accounts so i always run my game servers as headless so it doesn't boot it via steam (installed servers anonymously using steam cmd), otherwise logging in from the client pc via steam boots the account off of the server pc and creates issues
it seems like r2modman wants to run valheim_server.exe via steam so then it starts steam and logs me in, making it an issue
Yeah, I don't start the servers with r2modman. I just use it to manage their mods. But then I start the servers manually. You don't need to be logged into Steam to do it that way.
I can connect no problem running start_headless_server.bat, but its just not loading mods that way
You need to copy the files from the 2modman profile's folders to the same folders in the dedicated server's location so that the .bat file sees them when you run it manually.
You could probably set up a Windows .bat file on the server PC to do the file copies with one command to make it simple and easy.
I run all my servers on Linux so I've never needed to set that up for Windows.
Just the same plugins, config and patchers folders in the r2modman profile as the ones in the dedicated server directory.
Turns out BepInEx never made it into the folder somehow. oof. Thanks for helping
You're very welcome. I'm glad you found that and fixed it. 😄
Does the dedicated server just use as much ram as it needs when i host it off my machine? Or do i need to specify how much to give it
so i am currently working on setting up my own server for my friends but when i try and join it asks me for a password where do i find this password in the cmd?
Its found in the "start_headless_server.bat" file in the dedicated server files
You should probably change it from the default there. Otherwise you may end up with more 'friends' than you want.
You don't need to specify any amount of RAM for it. It'll use what it needs. Generally around 3-6GBs depending on how busy the world gets.
Hi, I wanted to know if some people here were encoutering terrible lags and/or rollbacks in the Ashlands ? And if yes, if there were solution to fix it ? I'm on a Nitroserv dedicated server and we're 4 players, we don't have bugs like that in other biomes
hey. I removed the crossplay flag in the batch script now my server stalls on start. at least thats how it looks and it doesn't provide much information and I can't ping it with the local ipv4. any advice?
Here for the same reason. Hosting a server on my wan, playing on a PC on the same network (different machine). Ports open on router. -crossplay in place it works fine most of the time but having issues sailing or close to any mistlands. Not 100% sure crossplay is the issue but wanted to at least start there.
@Jordo and @wild maple The crossplay option for servers changes the way servers communicate.
With crossplay, the server only communicates through the MS playfab network. All server comm traffic has to go that route. Local players and external ploayers must communicate with the server via the MS playfab network. That comm traffic for both server and players goes directly though your home or host routers and port forwarding isn't used at all by eithe server or players. Crossplay provides a Join Code to direct the comm traffic.
Without crossplay, the server's local IP address and port handles all comm traffic. Local players link to the server using the local IP address and port number. External players connect using the home router, and/or host Co. router, to 'port forward' the incoming traffic from the external internet to the server's internal IP address and port. Without crossplay there is no Join Code so you connect either with the IP address and port number, either local or external, or finding the server in Steam's game start listing screens.
Lag in the Ashlands biome has been reported by players occasionally. It appears that Ashlands requires more resources due to it's extra active environment. That can cause some PC's and some comm routes to overload and bog down.
Sometimes networking mods can help with that by increasing the games ability to send and receive the comm traffic. But only when that's actually the problem and only when the mods are used on the server and all the players.
You can get the details for that in the mod channels here. #mods-issues issues or #mods-discussion .
Thank you for the quick reply. So as log as ports are open, the site IP (like the one provided from whatsmyipaddress.com) followed by ":24xx" should be all that guests need to connect right? I just have my host machines IP in the batch file.
Yes, players external to your LAN (Local Area Network) use the WAN (Wide Area Network) IP address and port number. The batch file shouldn't have the host machine's IP address. It should have only the host machine's port number.
Great. You are right, for some reason I thought I had typed the IP in there. I had it working without crossplay, a long time ago before mistlands. I think before crossplay was an option.
Be aware also that, over a period of time, your home router may give your server's PC a different internal IP address, for whatever reason. That would mean that the port forwarding settings in the router wouldn't work anymore and would need to be updated there.
I had set it to fixed, but your comment made me double check and it in fact was not fixed... Thanks again.
You're very welcome. I'm glad you got it sorted out. It can get pretty complicated. 😄
Especially when you don't deal with it everday, lol
Anyone else running their dedicated Valheim server using AMP?
I'm sure some folks are using Amp with their Valheim servers. Amp is a fairly complex and multi-functional environment. You'll need to follow their instructions carefully and take advantage of their support system when/if you have problems or questions.
I tried that first.
I've been running my server on it without any real problem for a while. Now I've encountered a problem with getting it to update though, and the Valheim part of their community seems kind of small or possibly just inactive...
I thought I'd ask here to see if I were the only AMP-running Valheim fan having a problem with it.
What do you mean by 'updating it', exactly? The server hasn't updated recently and shouldn't need to be updated.
hi,
My friends and I moved our world to a server host, we were able to play for a good week and since yesterday the game tells us this. Is it possible to change the storage location of the saves? or does anyone know a good server hosting service?
I don't think it's possible for you to change the storage location for a server hosted by a remote game server hosting Co. You need to get them to allocate more disk space to the server.
I've not played on it for a while so I noticed the problem just the other day. The server is stuck on version 0.218.15, causing a version missmatch when trying to connect, since the client is version 0.218.21.
OIC, well I'm not familiar with the innards of an AMP server installation. So this may not work but you can try going to your Steam Client GUI and right click on the game, select properties and see if you have access to the game files location.
If you do, you can try using the file verify option there to do the update.
218.15 is the Ashlands patch...Oof.
aren't all of them ashlands patches since then?
Yes, but that's the one that LAUNCHED Ashlands.
Already I've had approximately 250% more response here than in AMP:s community 😋
I'm running the server on a small minipc running linux, so the game files are sort of elsewhere. But perhaps I can use steamcmd on the server since the files are accessable...
I heard some mixed opinions about AMP.
Have you tried LinuxGSM? it works fine unless you really need GUI.
No, I have not tried LinuxGSM, and a GUI is definately needed. But it seems like a bit of a hassle to change platform...
I'll read up a bit on it though. Seems a bit less tricky to troubleshoot.
me and 4 friends are playing on our dedicated server, been very smooth and nice thus far. But Its UNPLAYABLE in ashlands! Why is this? what can be done?
There is an option you can use in the server's start up .sh script file. Along side the options of -name, -world, -port, etc. you can add -savedir "[path]" .
That will tell the server to use any drive and path you want for the world files. So, for example, you could just attach a flash drive and save the world files there.
Check this #dedicated-server message
Is there anything i can do to make the server less laggy since im hosting it? My internet and computer are pretty good so im just wondering if theres anything else i can do
anyone know how to update a gportal server>?
happens automatically. if not, restart?
thanks it did, worked really well actually, imho worth the price that one
I did just do a restart and backup
Is the lag continuous or only certain times? You know what your upload speed is? I would get occasional lag (that always happened at the worst times) with crossplay enabled. If you scroll up a bit you will see some dialogue from me and Jaga that fixed my issue, almost entirely. Had no lag last night at all, but my piers did all get disconnected at one point (once over 5 hours). In addition to the above you want to make sure your firewall ports are open and if you have any antivirus, that the game/server app/steam are whitelisted.
Hey guys, since the new patch my dedicated server is not working with Server Side Simulations which is a big deal for us.
What is Server Side Simulations? If that's a mod, you'll have to wait until that is updated.
it is a mod that isnt updated in a while but it supposedly didnt had to. But no other thing on the plugin folder from bepinex seems to work.
Server Side Simulations takes the host from players and make everything run through a single host.
This is the error it keeps stuck on anyway, if anyone has any clue.
[Error : Unity Log] MissingMethodException: Method not found: Vector2i .ZoneSystem.GetZone(UnityEngine.Vector3)
Stack trace:
(wrapper dynamic-method) ZNetScene.DMDZNetScene::CreateDestroyObjects(ZNetScene)
ZNetScene.Update () (at <8067e869a40a407f9fe3e7aa45f519b8>:0)
The way the game picks as host the first person that arrived in a new region makes my friends' potato pcs to explode lol
It's usually network speed that does that but yes, as with all updates mods are likely to break and you'll need to wait for them to get updated by the mod author.
Im using lloesche's docker dedicated valheim server and was wondering if anyone knew a way to downgrade the server version?
In relation to the latest update that breaks the world if using mods (particularly, BepInEx throws a lot of errors), I am looking for dedicated server files that can be launched on StreamlineServices for the version before the BogWitch patch. Sadly, those guys do not keep "previous_old" configs. I hope to upload it via ftp, if it may help. Not sure what to do yet.
There's a default_prebw branch now I believe
issue is that i can revert the client version of the game but the dedicated server it doesnt look like gives the option to revert to a previous version
some hosts won't let you
yeh thats the issue
if you can ftp over the files you can download it on your pc and then upload them
or if you can edit the steamcmd command line you can use -beta default_prebw
yeh im using portainer for the dedicated server atm so i would have to reinstall using steamcmd
but once its installed it would just be a copy paste job of the world files and the mods i think
Ftp prob won't work with a lot of host either, most run a update script on server start
Hey Guys! We are hosting our world on dedicated server. Today after the patch our world won't load at new version. Anyone know how to solve it?
vanilla? can you describe the issue.
This would probably be a real good time to go into your worlds save folder and make an extra copy of yesterday's auto backup and archive the extra copy for a while.
Yes it is vanilla. We are trying to generate a world on SOLO now and then reupload to the server
We do have a copies
Does your server host tell you the game version? It should be "0.219.13"
Try restarting the server through your host control panel
We checked and it;'s correct. Just world can't load
Okay before I make myself nuts - I bought my server this morning post bog witch update, do I have any shot of a rollback? I don't need a walkthrough or help doing it, I just wanna know if I'm wasting my time because the server itself doesn't have a previous version to roll back to (yes I have the save files from last night)?
I know enough to figure it out but not enough to know if I can for sure bully it into working or not
Are you hosting the server or renting it from a remote hosting Co.? If it's with a hosting Co., then it depends on whether they let you roll it back or not.
Many hosting companies servers do an auto-update on startup which would cancel out any attempt to roll that kind of server back.
It's rented and auto update is off. They allow rollbacks but you need the save data. I have it uploaded and it should be correct but get a version mismatch error if I try to connect to the server. Works perfectly if I host it locally though so it's an issue with the server itself
Is the server or your game using any mods that might be causing the issue?
It shouldn't with everything rolled back, but I think it's just too new of a server. It's all good, my brain kicked in and I realized I can just local host for a bit. Just a couple of us so nbd while mods are updated
I wanted to share my bad experience with Gportal to save others from the possibility of watching things burn due to horrible customer service ect. They are over 6 months behind in valheim branches. When inquiring about this they gave me no explanation in regards to timeline estimates in addition. They may be ok for hosting vanilla game but if you're a modder. Don't use them .... You won't be able to roll back to the correct version ect and the customer service has got to be the worst in all the hosts I tried.
ah ok. we dont use any mods, server has 4 cores and 18 GB ram. "Sometimes networking mods can help with that by increasing the games ability to send and receive the comm traffic. But only when that's actually the problem and only when the mods are used on the server and all the players." which mods can increse the send/recevie ?
The ones I know about, off the top of my head, are over at thunderstore.io; "BetterNetworking", "Networking", and "ReturnToSender". There may be others, too.
hey, sorry to hear this same thing happened to our server and we had with Gportal then it got updated an we got locked out they wouldn't do a thing so we lost everthing 6 ppl built there ..now we use indifferentbroccoli you can roll back an back up server data .
A few friends were talking about getting a server going now that the witch is active. Any recommendations for commercial host services to use, or to not use?
Hey guys i'm playing an dedicated server run by a third party website, and after the update my world wont load, does anyone have a solution to this?
Find out from your hosting company whether they can roll back the server's version to pre-update for some time while you wait for your mods to update.
I dont have any mods installed, unless you mean moderators of the website?
After patching the DS, loading in an my character coming up naked, and every character is showing as naked.. is that likely to be a mod related issue? Boot the DS up with no mods and check again?
That sounds like you only need to update your game, then.
aight chumps, how can i make it so that i can use serverside mods on my dedicated server? 🥺
i updated through steam and restarted my pc, and i cant seem to make it load my old world
Yes it does seem like unupdated mod(s). And Yes, boot it up w/o mods.
I have no mods im just playing on a rented server, all i did was update the game through steam, if anyone has a fix for this please let me know.
to clarify i cannot load my existing world after the update
You could try restarting your server to see if that updates it.
i'll have to ask my friend i think its through gportal or something
Hm, I'm hearing not great things about GPortal today.
Late to the party. The temp fix for running with mods is spinning up the server with -beta default_prebw (windows via steamcmd) and just connecting via that version?
dathost came in clutch and is on top of it, they updated same day within hours and even opened up a custom port for me to do my automations with.
the customer service seems pretty nice too ^.^
Is anyone else getting this when enabling -crossplay... Can't seem to get past it. (I need crossplay to work)
New session server "Abnormal's Valheim Server" that has join code , now 0 player(s)
Register PlayFab server "Abnormal's Valheim Server" with IP xxx.xxx.xxx.xxx:2456
Server 'Abnormal's Valheim Server' begin PlayFab create and join network for server
I have the same log lines repeated over and over (in log/console/vhserver-console.log) - I am on Ubuntu 22.04, using LGSM for managing this Valheim server - been trying for several hours to getting my Valheim dedicated server working again after the Bog update, that was working perfectly fine last night :
10/30/2024 03:57:47: Server 'CrashNbURNs Valheim Server' begin PlayFab create and join network for server
10/30/2024 03:58:17: PlayFab reconnect server 'CrashNbURNs Valheim Server'
10/30/2024 03:58:17: Server 'CrashNbURNs Valheim Server' begin PlayFab create and join network for server
10/30/2024 03:58:47: PlayFab reconnect server 'CrashNbURNs Valheim Server'
10/30/2024 03:58:47: Server 'CrashNbURNs Valheim Server' begin PlayFab create and join network for server
10/30/2024 03:59:17: PlayFab reconnect server 'CrashNbURNs Valheim Server'
Log file from before Bog update has:
Am I Host? True
09/12/2024 17:31:32: Game server connected
Unloading 2 unused Assets to reduce memory usage. Loaded Objects now: 195120.
Total: 1239.289598 ms (FindLiveObjects: 12.398587 ms CreateObjectMapping: 25.082734 ms MarkObjects: 1201.379218 ms DeleteObjects: 0.428390 ms)
09/12/2024 17:41:34: Connections 0 ZDOS:2678830 sent:0 recv:0
09/12/2024 17:51:33: Connections 0 ZDOS:2678830 sent:0 recv:0
Am I Host? True
09/12/2024 18:01:18: Available space to current user: 898182922240. Saving is blocked if below: 261881880 bytes. Warnings are given if below: 523763760
09/12/2024 18:01:18: Sending message to save player profiles
Mine hasn't been working for the last few updates. I had the server off for a few months came back to this error
I've tried reinstalling a new server. same issue. I even ran the server through a VPN to see if it was bychance an issue with my internet connection and even then same issue. I'm not sure what else to look at.
I'll try running it in a completely different VM today when I get time.
backup whatever you can
looks like you didnt read the server manual pdf and install the dependences
link?
like i said this server worked fine until last night so this must be a brand new fresh dependency
almost certain I did on the docker instance
its part of the server install, its in the servers folder, where you using crossplay before
i do not believe that I was using crossplay before, no - how would I check ?
that PDF is sitting on a linux dedicated server, and while I could download it from there, having a link would be much easier ...
sent the file to your Crash. I have the libatomic etc. I'll try updating the glibcs
Good evening all. I have been using some mods for building and I have been working on something for a few months. Today I tried to log in and my screen is messed up with random textures. I read that there was a recent patch and that might be the issue but I turned to the previous patch and my modded offline server where I built says bad version. Any suggestions?
It's been an ongoing issue since the patch
Most of the mods info, discussion, etc. is going to be going on in the #mods-issues and #mods-discussion channels.
Hey so I have a dedicated server on steam and it did not update and dosent say there is one. How do I update it?
os, method, local or remote?
more details needed in order to answer
im not sure, its my friends and he is hosting it through his computer. Not using any third party server hosters
oops i need to write my isue here from steam bugs
i started up my server after the update and am getting an error saying could not extract valid IP adress from externalIP download string
it worked prior and now doesnt work at all with no changes to the bat file
no mods completely vanila
i started up my server after updating the game (im using the xbox app version on pc), i pasted in the old 'star headless server' file with all my info. started up the server, it looked like it was updloading new assets. then when i joined in my map was completely black and my base was nowhere to be seen. i could see the bosses that we had turned into to the orignal spawn point. freaking out i may have wiped our entire game world. (also im not running any mods)
If he just downloaded the server and installed and ran it manually, then all the has to do is go to the Steam client the update the server tool's files from there. Best not to update it until any mods you want are updated, too.
I've never heard of that before. Are you using an out dated mod, maybe?
no mods completely vanila
all i did was update and bam its spamming the error repeatedly
we tried that and it says there is no update available, we are also playing vanilla. We might just restart the server and see if that works. We just dont know how to upload our world once we restart it
the only reason im here is due to not having any good info online
This would be a good time to go to your world files storage and make an extra backup of your world. Try reinstalling the server and see if that fixes it.
what is the command to setworldmodifier DeathPenatly to veryeasy ? I've tried a lot of combinations but it's stuck on casual. I need exact text I guess
setworldmodifier deathpenalty veryeasy
lowercase on deathpenalty?
yes im pretty certain
Try logging out of Steam and back in and then reverifying the server files from youir Steam Client library.
i restarted the entire computer as the error stops me from closing the batch file, i will try reverifying though
is there a command to be invincible? i have a new player who died in mistlands from messing around on a raft and we are in swamp/mountain so I can't go get their stuff, I don't want them to lose all their iron stuff and quit, but we also have no more iron. i just want to go get it.
As a server host you probably should already be an Admin on the server and have installed ServerDevcommands mod on the server and on your game. After having done that then execute the F5 command "god" and you're good to go.
haven't done the mod yet, but i can, that's good to know. thank you
yeah, the wiki page didn't notate case sensitivity correctly
Although, it's possible that it works either way.
i think it is case sensitive
Autocomplete should use the correct case IIRC.
i made backup of all of the files on world_local, how do you suggest reinstalling the server? to install it all i did was edit the notepad since i dont have the steam version
i noticed i have a bunch of backup files in there
I don't know anything about how the MS gamepass version works. But I bet they do in the #xbox-bugs-discussion channel. 🙂
validated server files, still getting the error
damn i shouldve gotten the steam version
wait maybe not, it said the error then continued
ya the whole map is screwed its like things are falling from the skies
Try restoring your world from a recent backup. Make sure you're not mixing up the world's file pair. The .db and .fwl must be kept together as a pair.
That error msg sounds like there's a mix up between internal and external IP addresses. Like expecting one and getting the other. Maybe in some command or option somewhere.
well its resolved now
trying this now, thanks. theres no chance that updating the game overwrote the backups right? bc some of them are dated back from a day to a week ago
The game only over writes them when they get 'old'.
everytime i choose one of my backups and load the headless server it seems to be generating a new world in the command prompt
i dunno if its just adding new locations bc of the patch, but i see lines of code that tell me its adding stuff
All I can suggest at this point is to check over in the #xbox-bugs-discussion channel and see if anyone over there knows how to straighten it out.
The game is pointing to the correct save folder, right?
Not sure if this is the right place to ask… haven’t really done a dedicated server in awhile… using Nitrado.
Trying to move a world from my world list to the dedicated server- basically just want to make a world I have playable on a dedicated server. Using Nitrado. How can I achieve this?
Find the upload option in their menus or maybe have to put in a ticket with them for instructions. Whatever you do, keep the two world files pair together. Don't ever mix up the .db and .fwl files.
I’ve found in the settings export and import, would it be one of those? Also side question, where can I find my world files? 🙃 I’m a Neck, sorry for the silly questions lol
The world files would be where ever Nitrado puts them and I don't know where that would be. But, if it were me, I'd look at starting an export operation and see what that does. The import and export thing might be exactly what you want. Or not. 🙂
Great, thanks for your help! 😁
fucking fixed it thank god
Hey yall, would appreciate some help. Host of my dedicated server is using Nitrado, and this current update seems to have totally wiped and reset our world. We weren't able to log into the server for most of today (error message just said Failed to Connect), and now this evening we were able to log in and all spawned with a blank map in the starting runes. Pre-update the host says there were 5 backups of the world files, now they've disappeared and there's just the one new, blank world. Nitrado told him that we either play a new world or roll-back our games to pre-bog witch. That sounds wrong but I'm not sure what we can do to get our world back.
Thanks for the help bro
Try rolling back the game to pre-update and then exporting the world to PC and see if it'll work there before the patch on the PC game and then with the patch there. If it does, then import it back up and hope for the best once Nitrado gets the server straightened out.
You're very welcome. Glad you got it sorted. I know that was frustrating. 😄
Host is trying it atm, thank you 🙂
managed to get it working with a few-day-old backup, fingers crossed we have a more recent one with the base we finished building. thank you!!

do you know if any unexplored swamps might have the new bog witch NPC? or would we actually need a new world for that
I don't know. But I'm guessing that, if we needed a new world, they would have said so in no uncertain terms in the patch notes. Probably. 🤷♂️ 🙏
okeydokey ty ty
If you absolutely give up on trying to find the witch, come back here and we'll see if there's a console command using a mod that either finds her in your world or adds her into your world. There's almost always one more thing to try before you give up. 😄
I just checked an existing world and the game loaded in the Bog Witch location by itself.
You may get some extra location Info msgs in your command window when loading the existing world, but it all worked fine with no problems. 😄
i dont know why the god and fly commands dont work on a dedicated server
i already admined myself or whatever the term is in the game
Yeah, added your SteamID to the server's Adminlist file. Also, need to add the ServerDevcommands mod to the server **and **your game.
ahh but that wouldnt work with console would it
I don't know what you mean. Are you using a 'console' mod? If so, why not just put -console in your Steam launch code?
Ok, so then no "god" or "fly" commands available. Not without the mod.
Im aware of how to port forward and how too add a rule to windows firewall ive already done that. My upload speed is like 50Mb/s. So turning off crossplay makes the server lag less?
Hey, I have ran into a kind of strange issue, One of my two valheim servers hasn't seemed to update to the latest version. It has auto update enabled & are using different ports. Both are running on pterodactyl dockers & use the same APP ID for Auto updates. The only difference I can see from them is they are using different eggs but that doesn't seem to be the issue. Can 2 servers run from one 1 APP ID?
Background: Dedicated Server [Self Hosted] on windows 10. 918 Mbps Download Speed and 30Mbps Up, no mods, crossplay enabled (some folks just have xbox etc)
One person who plays on my server had a brief connection issue that was resolved rather easily.
Currently a different person is having connection issues with a lot of packet loss [pinged] ranging from 70-100%, as a result causing connection stability issues.
Anything that I can do to help remedy this server side?
Or anything I can reccomend them to try?
Hey, aftet the update my gameserver dosnt start anymore ? Anyone the same problem?
Hi there!
I am plannin to build home server for valheim (some version of mini pc). What would be the requirements to get most out? But not have a gigantic investment... So i can host as much people in server as possible. :)
ALSO: what vallheim server supports better, LINUX or WINDOWS?
ALSO: Valheim server use single core or multi core? Does it need a lot proccessing power?
I have it currently running on RASP 5 + M.2 HAT SSD and since their arhidectures does not really match, i tend to get crashes a lot + lag when 6+ people. Even if suprisingly it only runs on 80% CPU load.
Br,
Tive
Would that be sufficient? https://store.blackview.hk/products/mp200-mini-pc-price?srsltid=AfmBOopMpGu5NU3vVqTex6nkWMJpRGdw91vcjNWzCD7VWuFlrO0Sr2Wz to hit the Server software wall... :) I9 Proccessing unit.
MINI PC MP200 VIEW BIG, go mini Powerful Solutions for Business, Entertainment and Professionals Space-saving Design 2.07L Ultra-compact 2.97-inch Ultra-slim 16GB RAM + Up to 128GB RAM Expansion Support Ultra-fast Running Speed for Daily Tasks, Gaming, Entertainment, Business Anti-slip Hardware Stand More Stable &
I have this issue - trying to debug it now.
Even a fresh server with no mods - cant connect...
- Premissions (Check if u need to run starting script with sudo ((mabey your server is not really working at first place)))
- Ports (Ping server from cmd)
- Server settings (Access to server, check server conf)
I had same problem had to revert update on server side pre bogwitch. An also on steam side beta tab in settings make sure it’s same pre bogwitch and if you updated anything before restore backup first this worked for me hope this is helpful
Is it possible to put comments in the permittedlists file so I know which ID is which person? I tried using a # to comment out the name after each ID but that didn’t seem to work, pretty sure I got errors when it tried to load
You can add comments but each comment has to be on it's own line just as each ID does and start with "// ".
For the player with the poor comm route having packet loss, etc., have him consider using something like Cloudflare's Warp program (personal version is free). Or maybe "noip.com", again personal version is free. Those kind of programs can help with comm link problems
IMHO, you're on the right track. An I5 reasonably good CPU with 16GB RAM and an SSD should be sufficient. And you can consider any of the reputable, well built and supported (read their reviews) mini-computers for the job. Cheapest isn't always best.
Also, you can sometimes get some really good deals on desktop/mini PCs that are refurbished from Amazon, Walmart, BestBuy and NewEgg. If you go that route and get a desktop PC, you can add a better graphics card or bigger SSD later, for example, and have a 2nd gaming PC.
For your Operating System question, generally Windows is easier but Linux is more efficient. Linux will likely have more of a learning curve. (If you decide to go with Linux, consider the Mint distro Mate edition. It's friendly and easy.) Both Windows and Linux will get the job done. 🙂
Can confirm the hot patch for the controller fix updated last night has(had) taken down our unmodded dedicated server.
(Restarting 5 hours later after the error, things seemed to connect.)
Do you have a log file for the server? Maybe can post the error msg here?
i m ok with both, went linux
posting the server logs that were updated at 3:51 this morning. (I didn't gleam much from this, but posting if it helps)
-Removing log file due to IP listing.-
version on dedicated server.
I didn't see anything significant there either. But I could have missed something.
What happens when you try and connect? You mentioned the server was taken down but the log file looks like it's up and running.
I had closed the server and restarted the pc around 4 in an attempt to trouble shoot. Just did the same again, server side and playerside to recreate "failed to connect".
It's looking like it's loading in / making connection. So false alarm, maybe?
Yep, it's gotten to the ask for password phase, and has logged in.
Well that will good news for the players.
Glad it's fixed. Just needed an extra restart, maybe. 😄
Hey I've got a question, I set up a dedicated server for my friends and myself, but I've been getting some latency despite hosting. I asked my friends and they say they're not having issues. Anyone know what could be wrong? I'm connecting with the IP I sent my friends, I can't seem to connect using "localhost".
Is the server running along side your game on the same PC or on another PC on your home LAN?
Same PC as I'm playing on
So localhost:port should work. Odd.
Are you using -crossplay and , if so do you need it? If you don't need it, remove it.
Can you connect with the server PC's internal IP address:port?
Yeah I tried internal IP and port as well, tried 2456 2457 2458 for both localhost and IP. I didn't remove -crossplay, I'll try that and see if it helps
You will need to have the server PC's server port, and port + 1 , UPD forwarded in your home router to the server PCs internal IP address. And there will be no Join Code without -crossplay.
Is it fair to assume that you'll experience the following with an extremely high instance count (50k+) EVEN IF your FPS does not drop significantly...
- objects not loading in as quick as others
- containers not being interactable for a short time or inventory not appearing
- other player positions not matching minimap
- dropped items not showing up for other players for some time
- enemy positions delayed for some players
Those symptoms could be caused by an extremely high instance count (see if they go away when you leave that area).
They could also be caused by a poor comm link between a player and the server. Do the problems happen all the time with any number of other players on the server?
What do you mean by forwarded to the internal IP address? I have forwarded TCP and UPD through ports 2456-2458. Was there something else to do as well?
Assuming you forwarded the ports to the right internal IP address, you should be fine.
Ok coolio, thanks
So... got this working https://arvutitark.ee/arvutid-ja-lisad/lauaarvutid/blackview-mini-pc-mp200-i9-11900h-16gb-ssd512-w11pro-black-1385147 <- This PC.. and jeah... Lets just say for the money, well fucking spent.
CPU usage 20% tops
4 valheim servers if you can add more ram.
This is certainly instance count related. Only happens in one area that has like 60k instances. Just looking for some consensus on it
Basically, someone else agree with me please that the problem is not my well maintained and modestly specced server and actually a ridiculous expectation of my world's citizens
I'll check it out when I can. Right now I have nothing like that amt of instances to check.
We turned a whole mountain into a castle so ...
what is all this stuff that is happening now when i launch my dedicated server?
why is it finding all these "old locations"?
Reviewed my logs. I do not see any entries. Is this an old world. Perhaps a handler ensuring the old .db info is populated?
"old world"? well, it was created b4 yesterdays update, yes
The world I am looking at is from the bog ptb. I will spin up one of my old worlds and correlate.
Yea not seeing the same on my previous world. How old is the world. Mine are all last patch.
same. started it up about 1.5 months ago
Those log entries are persistent on reloads? Not just after patch.
Oy, may be giving you bad data. my logs are not going back that far for that server. should have /bin/bash instead of /bin/sh in my startup script.
Yea I see these messages on the first load post patch, but not on server reloads.
huh. i didn't see it when i loaded up my client. just my dedicated server
Those msgs seem normal. I wouldn't worry about it.
regarding this... I installed an ubuntu server and it works without issue... so i believe an updated version of debian is not working well for Valheim unless someone else can tell me they're running Valheim on Debian with docker?
Have you asked in the #linux channel? They probably have more experience with it there.
thanks for the idea, I'll see what they have to say, I assume its the glibc libraries Debian is using as all the other dependencies recommended in the pdf are installed.
I guess, if you're not locked into Debian for some reason, you could look through Valheim containers in docker hub and see what OS they are using in their Valheim containers.
I use AMP for the server hosting, makes it a littler simpler than writing the docker yaml files. so I'm kind of locked down there and I assume AMP on Ubuntu and Debian are both using the same docker pull. so I'm unsure. oh well I'll backup and migrate over its simple enough.
It's funny how all the stuff that's supposed to make your life easier eventually ends up making it worse. Go figure... 🤷♂️
So no matter what i do the uh server my friend is hosting it always says incompatible version even though the server is updated and im updated anyway to fix this or did this update break something?
The version error may be coming from one of your mods. Some of them need to be the same as the ones on the server. If you and the server have no mods, are you sure the server is actually updated?
He says its the latest version only client side mods which are all up to date
Roll your game back to the pre BogWitch game using the Steam Client game properties > betas option and see if that's the problem.
Might have just solved it thank you
share your solution just incase someone else has it and comes rolling in and searching the chat.
yep server needed a dead stop restart ok we good apologies
Hey all, did a search for my issue, found one post, but it was for linux, I am on windows. I am getting this on my dedi
10/30/2024 21:55:21: Console: [Info : Unity Log] 10/30/2024 21:55:21: Sending PlayFab login request (attempt 1)
10/30/2024 21:55:21: Sending PlayFab login request (attempt 1)
10/30/2024 21:55:21: Console: [Info : Unity Log] 10/30/2024 21:55:21: Login postponed until ID has been set.
logs state game server is connected, but it does not have the normal server IP and join code with it
I am frustrated and done for the night. If anyone has a possible solution, I will check back on the morrow. Cheers!
Install the latest c++ libraries on your pc
@keen pelican re your Ubuntu vs Debian setups, glibc should be shipped in the container itself so ought not to play a factor. I know AMP can support both containerized and directly-hosted server instances. Is it possible you had been using the direct hosting mode?
Definitely not, main amp server is hosted on Debian using containers (docker). Same with the Ubuntu one I tested with and it works. Containers on both
The only difference I saw were inside the vms they’re using different versions of libstdc++.so.6
So I assume maybe the Debian is outdated for Valheim. I’m not sure how to pull a different docker image for Valheim so it uses a different os on the container.
I could try to create my own files for amp to load and point it to a GitHub repository for testing. More work than necessary?
I know Debian loves to be stable so they’re not so quick on updating libraries. Thoughts?
I tried using crossplay in a from-scratch Debian container a couple months ago without issue. Same image worked on Ubuntu, macOS, and Debian host systems. I had to install the usual crossplay dependencies like libpulse with the glib mainloop wrapper in the image.
I wish I knew how AMP constructed the container image, whether they use an off-the-shelf image or they make one on the fly from your host system. lloesche and ich777's images both have the necessary libs and Iron Gate's image builder pulls them in as well.
Few months ago maybe closer to march it worked it’s just these latest ones. I’ll check amp GitHub repository tonight and check how the docker yaml file is written, see if docker is based off the os.
I’ll share their GitHub here soon
For the AMP community to share Generic Module templates. - CubeCoders/AMPTemplates
i have one player that now gets disconnect after i updated my server from Raspi5 -> Ubuntu server... No server crashes anymore, server is very smooth (cpu max 10-20% usage only etc...) But 1-2 players just keep getting DC.. all the time.
I use Linuxgsm and logs show following:
<--
0/31/2024 19:52:14: Keep socket for playfab/5EBC66D7....360A, try to reconnect before timeout 10/31/2024 19:52:14: Player connection lost server "aa" that has join code ..2677, now 3 player(s)
10/31/2024 19:52:14: PlayFab network error in session 'Lamemaa' and network afba9199-f647-4a8c-986b-10dabf84e3d3|AwAVI5q+72ON6DJMZr3soiYcOpNZb..JvcGUAAAAAAAAAAAAAW3qpmXpd/Ohe5QQcQyDL8X43thImISbKGj4Y0JB>10/31/2024 19:52:14: Failed to send, suspend TX on playfab/5EBC66D78C60A..... while trying to reconnect
10/31/2024 19:52:44: Lobby 10f4dc74-c539-469e-8b7a-6dfdb5a23....0230509 for world '......' and network afba9199-f647-4a8c-986b-10dabf84e3d3|AwAVI5q+72ON6DJMZr3soiYcOpNZb1dlc3RFdXJvcGUAAAAAAAAAAAAAW3q...d>
-->
I am out of ideas... firewall is good (all vallheim ports forwarded), network is excellent, i can ping him very well, everyone else can play, he could play before aswell, server has more than enought power to run etc... Ports are forwarded, ip-s are not conflicting...
Anyone interested in joining a dedicated server? looking for players. Please let me know i have 3 people so far who are regulars.
disabled -crossplay : this might have been the issue
Tive , do they play on Xbox or Xbox pass for pc?
No xbox users... crossplay was on my default setting with new setup :)
Yes it fixed. Seems playfab was behind issues... now that crossplay is removed, no issues whats so ever
Hello I'm attempting to use steamcmd to update my linux based server and it cant seem to update beyond. 10/31/2024 23:26:54: Console: Valheim l-0.218.20 (network version 31)
disregard forgot to update my starting service script, it was pointing to beta branch folder (since beta and Live were on same branch a bit ago - I hadn't updated it then).
Hey everyone, does anyone know how to disable mods on a server? We’ve set up a 24/7 server and want to make sure players who join aren’t allowed to use mods.
Have a look at AzuAntiCheat mod for that.
ty!
Wonder if anyone can help, have a dedicated server running in docker on a linux VM, its on latest version but there is no bog witch, running command to find her camp location yields no results. Map is no where close to being explored. I am not sure why she wont show
Have you restarted the server and check for updates with your steamcmd command?
The 'find' command doesn't work for me on a server even when other devcommands are working. It seems to execute ok but never finds anything. Not even prefabs that I know are there. But it always works on my solo game. Can you move the world to your solo game and back to the server?
If you can't find her at all, you can add her camp in with the UpgradeWorld mod and it's locations_add command.
Guys, I'm having problems trying to start a server from my personal machine so that my friends can play in my world. When I start the world without the crossplay option, my friends who play via Steam can connect normally, but I have friends on Xbox, and for that reason when I try to start the server with the crossplay option active, neither my PC friends nor my Xbox friends can connect to the world. Has anyone had this problem before or know how I can solve it?
Once you've enabled crossplay, how are they connecting? IP address? Join code?
They tried to connect via IP, join code, selecting the world and even when I invite them directly via Steam, the connecting animation appears and loops until an error message appears, informing that it was not possible to connect.
Assuming they tried to connect to your external IPv4 address and you were using your most up-to-date Join Code (e.g. from the logs) then your next step would be to check the dedicated server's log for anything out of the ordinary. Could be as simple as a password violating the complexity rules. Also check your outbound connectivity. Crossplay requires an outbound connection or two to Azure PlayFab Party relay servers and those could be hindered by OS firewall, Internet security suites, and VPN software.
yes have rebuilt the container, although it should auto update.
Thats a good idea will try it later
Yes, find command requires server-side Dev Commands mod running for dedicated server. findtp from vanilla Valheim tends to work for me in Dedicated Server without server-side mods, though. Have not tried it for an unloaded Location like Bog Witch.
"even when other devcommands are working"
I do have server side mods that allows devcommands
Well, I did some more experimenting with my 'find' command and discovered that it does indeed work as intended for me on a server that has the ServerDevcommands loaded on it as well as on my game.
When I was having the problem with it, I must have been unknowingly on a server without the ServerDevcommands mod loaded.
It's almost always the case with me to have that mod loaded on my servers but it's likely there was a situation at the time when I didn't. Anyway, it works and I'm happy now. I hate not knowing why something that's supposed to work doesn't. 🙂
btw, whats the max player count anyone has achived so far? in vallheim server, given server/ethernet is at best
Um, the game's maximum player count is 10.
The max player count is one of those things that're seemingly useful information but actually is utterly useless. The max for one server may differ wildly from the max for another one for lots of reasons, many of which are beyond your control.
Howdy! is anyone having issues with Incompatible Version after updating their dedicated server and local game?
I've tried rerunning the update and restarting the server. I did linux kernal update too, but had the issue prior
the only mods I'm runnin are farm multiplier and disabled death consequences. I've run the update command like 3 times now and steam is showing the most recent version. I don't have logging enabled
So... mods then.
Check the branches. Are the server and the client on the same branch like -beta or something else
I haven't messed with the branches. I was waiting till they released bog witch out of beta
docker or some other method?
Some people have had similar issues recently.
I don't use docker I use LinuxGSM.
not using docker, just have a dedicated ubuntu lts VM
You can grep the server logs for "version" to see its reported version, typically within the first 200 lines
I'll try this, thank you!
I'm about to upgrade for first time since Bog Witch patch. About to find out 🙂
is there a steamCMD command to check build version?
I can do it in LinuxGSM easily.
But I can't find the steamCMD command right now
I removed the mods and no luck
I don't know a way to get the Valheim version with SteamCMD. You can get Steam change number and build ID, but they don't really correlate with anything unless you look them up.
There have also been hotfixes in the past that have kept the same Valheim version number across more than one Steam depot build for an OS, making it harder 😄
looks like the server isn't updating to the most recent, showing v0.218.21
current is 219.14
Cool, give us the update command line you're using if you want and we may be able to help with that
$ steamcmd + force_install_dir +login anonymous /home/user/steamcmd +app_update 896660 validate +exit
You've swapped things around a bit it looks like
Yes, you want the install dir's path as an argument to +force_install_dir. Fixed up, that command would be:
steamcmd +force_install_dir /home/user/steamcmd +login anonymous +app_update 896660 validate +exit
Also there was a space after your first plus sign, don't know if a copy pasta?
yeah, that was typo, lol
If you had the order correct before and it still didn't work, take a look at the manifest:
cat /home/user/steamcmd/steamapps/*.acf
and let us know the Steam build ID and take note if there is a beta or branch configured in either the UserConfig or MountedConfig sections of that JSON.
and then take a look at your startup method and make sure it's starting the game installed in /home/user/steamcmd and not one installed elsewhere.
This is all assuming you've been meaning to install it to /home/user/steamcmd
Hi There! I'm having an issue using a dedicated server running in docker(lloesche/valheim-server-docker) on Ubuntu server(Ubuntu 24.04.1 LTS). Server is Xeon 4cores 3.6Ghz with 64GB RAM. The server has been freshly installed for the valheim server at the beginning of october. It runned super smooth for 3 weeks, we were regularly playing 4 in the world.
I know the container image includes valheim+ and BepInExPack but I never enabled them and I never installed/enabled any mod. We are playing vanilla.
On october 28th, the remote players(3) started experiencing random disconnections. Logs show "ZRpc timeout detected". I've read all the forums about this, One suggestion I found is the dll patch to raise the 30secs timeout. Didn't try yet but since I'll have to do it manually each patch I don't feel it is the way to go. It might also be a symptom of another problem...
Don't know if it might be related but it started when we began to explore MistLands biome.
I feel like it is not my network/router/setup since it worked flawlessly for 3 weeks.
We observed that it often(but not only) happens when someone is joining. Especially if its me (joining the server through the lan IP), it disconnects current players, they have to connect back.
We are beeing nervous now since. Once, the disconnect happened in a fight where one of my friend died. His stuff did not fall on the ground, he lost everything... It's really unfortunate.
I'm thinking about going native (out of docker) but I really enjoy the automatic backup and automatic update of the container. I would like to put less time on ubuntu configuration and more on the game, and since it worked nice for many days I feel like the problem is elsewhere. Not sure it would work anyway...
Any hint or advice for this issue would be welcome. Thanks!
is your server using crossplay?
nop. we are all pc players on windows
I think it was a bad install command, looks like it's running the new version now! thank you @final current and everyone!
Rockin, glad you got it working, @daring phoenix
If you're connecting fine via LAN IP without the same disconnects, @primal kite, it definitely hints at a router or ISP issue, unfortunately. Your and your peers' connections are hitting the same veth on the container bridge. Consider disabling any QoS, traffic shaping, business or game optimization your router might have. If it offers monitoring, check the graphs to make sure your upstream pipe isn't being saturated by one of your network participants, like a bittorrent client or someone videoconferencing or streaming to Twitch/Discord/Kick at high-res.
When the issue is being observed, you can also check how full the kernel's UDP queues are, e.g. cat /proc/net/udp. In ideal conditions, tx and rx queue are 0 or nearabouts. You'll also be able to see drops stats for various connections in there.
Make sure you've given your server's MAC address a DHCP reservation so that its LAN IP always matches your forwarding rules if you haven't already. Your OS is new enough to not see the UDP-on-containers networking issues that plagued older kernels at least.
The server is already getting a static ip from the dhcp server.
My ISP was on my suspect list, but it's hard to prove it unless I monitor all my outgoing traffic. I'm a developer not some IT stuff geek unfortunately 😛
I took a look at my router dashboard yesterday when it was happening, I was around 15MBPS tx steady, which is rather high but not near my limit of 50. I've seen no special peak nor drop when I was connecting but I will sure take a look at what you suggest about the UDP queues. I will also take a look at the router configuration to see if I might disable some things. Thank you very much!
Does seem high. I rarely look at Valheim's stats to see its own profile to say how far off that is from norm. Maybe Mistlands started to push it for you. Good luck troubleshooting and if you figure something out, let us know!
Hey! Does Dedicated Server work on a Mac? I start it and it closes after a few seconds
I had to start it with the file, the app on steam does nothing
There's a #mac-bugs-discussion channel in here. In case it might help you in the future.
Hi guys
I tried several hours to set up a valheim server on linux aswell over steam tools and wasnt able to connect. I tryed it with different names, ports, etc and couldnt get it run. Aswell a friend of mine wasnt able to join his fresh installed server.
We both have a couple years hosting experience and we both hosted already valheim servers.
Does someone have the same issue atm?
Wonder if some hosting sites are having issues due the update or something? I’m struggling as well, using Nitrado. Trying to get a world I have on my PC into the server, but it’s just not wanting to work the way I want it to lol
I spent a few hours trying to get it work, it might be the game or server having an issue on the newest version
What do you mean that you set it up "over steam tools"? Do you mean with SteamCMD or that you just downloaded it and run it with the startup .bat file?
I tried to run a dedi over steam on win10
That doesn't answer my question. I'm trying figure out how you installed the server.
You can install a valheim dedicated server over steam.. on my debian server i installed it over steamcmd/lgsm
So you used SteamCMD. I can't help you with that. Someone else will, probably.
can someone help me running a dedicated server with bepinex, on a mac?
They probably can over in the #mac-bugs-discussion channel.
@autumn ledge the Steam launcher tries to execute the start_server.command script. Unfortunately not super handy because that gives you no control on if a terminal is used (letting you see what's going on) and that script file is overwritten on the next release downloaded. So yes, starting it yourself, e.g. in Terminal is definitely the way to go.
As for getting BepInEx to work with the macOS dedicated server, it's a bit more… painful. run_bepinex.sh has some extra code that assumes all executables are .app packages on macOS that you have to comment out or remove. I would extract BepInEx to the same dir Steam puts the server, edit run_bepinex.sh to get rid of the .app-assuming code, then finally:
cd valheim_server
../run_bepinex.sh ./Valheim -name "My server" -port 2456 -world "Dedicated" -password "secret12345"
If you need more help, let's take it to #mods-issues instead.
I have personally had some trouble with Dedicated Server trapping SIGINT correctly to force a save on macOS so I've been avoiding it until I have time to troubleshoot.
So I am having constant disconnects with me and my wife playing on a dedicated server running in docker on ubuntu.
Playing over WiFi or Ethernet? Connecting via the LAN IP address or an External/Internet address? Any Internet security suites installed or VPN software running?
both over wifi, and i connect via lan IP and she does external, both experince issues
its very intermitten. The server is hard wired in
Alright, is that log snippet from the server or the client? Are you using any kind of update or restart cycle/timer in the container script's env vars/config? Pretty recent version of Ubuntu? TBH, WiFi is my first guess as to culprit, especially if it's intermittent.
Looks a lot like my logs @final current, 36 and 38 seconds after I joined the game, two of my friends were disconnected, one of them confirm me he is wired. Everything is wired on my side as well.
Log sample of october 31st:
But tbh, we experienced no disconnection the last two days. So issues happened between october 28 and 31 inclusively.
Unfortunately ZRpc timeouts are very vague so they don't give us much to go on :/ For whatever reason, one side didn't hear back from a peer in time.
hey, does anyone know how to locate their Gportal server world seed? i tried figuring out how to use FTP but its not working at all for me
You can start your client with -console, connect to the server and press F5, then enter the printseeds command.
thanks! wow that was SO much easier than the suggestions, even on their official website
Does playfab mess up your ports and connection on the server even if crossplay is disabled?
I don't know. In what way are you thinking? I have always wondered if there is a brief period after switching off crossplay that your external IP is still a false positive on the PlayFab matchmaking query from clients
This is an issue and inconsistency with LinuxGSM.
In the previous version of LinuxGSM, the crossplay was disabled by default.
But now it's enabled by default.
The change is inconsistent with the LinuxGSM docs, I'll figure out what's going on.
Hey folks, could anyone please recommend me a reputable server host site?
Thank you so much for putting the time to write this, I will try it today and follow up.
you mean managed game server? I can't cause I've never used any.
some of us here like to DIY, rent a vps server and install valheim server there.
And it's not easy to recommend any cause it would look like I'm trying to sell it to you.
Personally I would choose one that supports only few games or a smaller company, quality over quantity.
The issue was that crossplay was enabled. I did disable it but the linuxGSM script kept overwriting it so I had to edit the right files, remove -crossplay, and problem solved 🙂
Ahh, good deal