#dedicated-server
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Make sure your server's internal IP address hasn't changed. Some routers will do that without you knowing about it.
You seem to be avoiding the geekstrom.de/valheim/check site. Has that ever been able to find your server or not?
I can reach the server ok. It acknowleges my connection and asks for the password. You are trying to connect with localhos:2456 and it won't ask you for the password?
Ok, good.
You're welcome. Glad you got it fixed. 
now my friend just cant conect wtf
the server appears for him
1/10 players online with password, but when he tries to connect, it gets failed to connect
without he even put the password, and i cant see the handshake on the console too
now i cant connect too
i get to the part to put the password, but get failed to connect
When the server asks for a password, you are connecting to it. There are a number of reasons why you can't get any further.
Check your game and server logs for any errors that would explain the problem. If you don't have a server log yet, use the -logfile "ServerLog.txt" start up option to create one.
Turning -crossplay on and off repeatedly is a very bad idea. If you don't need it to support Xbox players, turn it off and leave it off.
Now you may have to change the server port after turning it off and on. Or wait until the various memory caches clear them selves and it starts working again with the IP address:port connection attempts.
And, if you're using any mods at all, try it without the mods just in case. Although, that probably wouldn't explain why it all of a sudden now stopped working for no apparent reason.
And with all that you throw your ddns into the mix with any other 3rd party comm type apps you might be using and I have no idea what kind of disruptions that all that can or cannot cause.
Sorry but you're way above my pay grade here. I have no experience with that at all. Maybe someone else in here can help you. Good luck with it in any case.
i'm not hosting nothing, and the server is open?
Have you cheked to make sure there are no other valheim server processes running?
Ah, good deal 🙂
And i discovered
The Guy who was trying to enter the world has the cracked version
Thats why he cant enter lol 🫠
Anyone here run a server on console?
if you are running crossplay you can not connect to localhost:port, you have to use the crossplay code, or the bookmark it makes to the (external) ip after yoou have previously connected by crossplay code
if you are not running crossplay you can connect to localhost, or the bookmark (IP based)
linux, yes
Hello, i am returning player, i am not able to figure out valheim dedicated server stuff, before it used to be small software to start and stop server and easy to upload world in it
Hey, what permission level should mod config files have on a linux server?
What is a good seerver hosting website to use for a server for my friends and me? Includes mod support
Better to read the on-line reviews for that than depend on one or two peoples opinions in here
Did you create a new user ID to install and maintain the server? Then, 744 should be ok That's rw-r--r–
It can still be that simple and run just fine.
Merry Christmas, everyone! Ho, ho and ho! Hope Santa was good to you. 🙂
Wasnt running crossplay, the server Just Bugged
how to do it idk, right now launching valheim dedicated server just launched cmd and start server, i dont know how to upload my world in it
Just copy the world file pair (.db and .fwl) from whichever worlds_local they're in now and go paste the file pair to the worlds_local folder on the server. just keep the file pair together. Don't mix them up.
idk where the server location or anything is, i just installed valheim dedicated server from steam and used it, before there was software now its just opening cmd
i am coming after abt 1-1.5yr
You should be able to find both worlds_local folders just by looking around on your PC with your File Manager.
ok let me see
where can i see the password of my dedicated server?
i havent set any password
ok nvm default pass is secret, and i had to rename my world files with dedicated file names and replace them
Thanks
i'm looking to join a dedicted public server please let me know if anyone know a server that i can join and play with other people
You can find all of those in the #1024264966712340510 channel here. Good luck with it!
Hey guys, I'm trying to launch a server on my raspberry pi 4(as I read above some ppl kinda hate this idea but pls bear with me) following this guide https://pimylifeup.com/raspberry-pi-valheim-server/
Done all the steps but when trying to launch the server I get the following errors. If somebody encountered same problems, please help me out🙏
I'd imagine it's related to one of the files it's telling you that you don't have.
My dedicated server opens and then closes. What can I do to troubleshoot this?
(Starting a new game from a fresh world.)
This is the file I'm using:
Yeah, IDK what's going on. I got it to run to completion, and then I changed the server back ~ and it just keeps crashing now.
Now it's suddenly working. I'm so confused.
Hello, how are you, I need urgent help, we are about to stop playing with my friends because the server that I host on my PC lags a lot, but it lags every once in a while, let's say that my friends have a constant ping of 40 and suddenly It raises them to 46,000 and removes them from the game, is there a solution? Has it happened to anyone else?
wifi or ethernet connection to the router?
ethernet
I doubt it is the fault of my PC or connection, since every 15 minutes or so, that is when it lags very strongly for about 1 minute
are there xbox players do you have crossplay on.
Can you send ping from that pc to some other ip like 1.1.1.1
When your server lags, does it lag for everone the same? When did this start to happen? Is this a new problem for the server? How often do you experienct this?
You say you are all playing on the game bought on the MS store. I believe that means that you connect together through the MS playfab network. That network has occasional problems that could create this kind of situation. Can you check the status of the playfab network when it happens? You can check here: https://status.playfab.com/
Welcome to PlayFab's home for real-time and historical data on system performance.
yes, this lags everyone the same
it happens since we created the server, may be 3 days ago?
uhh
i mean that we bought the game on the microsoft the store, i create the server with the in-game tool
Can you create the server without the crossplay option? Is there anything else going on with your PC like maybe an anti-virus scan when this happens? When this happens can you open up your Task Manager on your PC and look at the PC resources in use to see if it is running out of RAM or the CPU is at maximum?
At the start of your game, when you click on Start Server there is an option to use or not use crossplay. The default is to use it. Try starting the server with it turned off.
more people experienced this with tis option enabled?
I don't know of anyone ever who experienced this with or without the option enabled. However, when you turn the crossplay option off, you will need to have the server ports forwarded in your home router so that anyone outside your LAN can get to the server.
The crossplay option is just above where you set the password.
oh no, i dont have that one
Then, I'm sorry but I don't know how else to help you. Maybe someone else in here can. Good luck with it.
thank you!
Because crossplay is always enabled on that version.
yeah, but I don't know how to install those specific packages or what they are even related to
hi, I'm trying to run a linux server. I download steamcmd and download the dependencies, start the server, it starts and says it's ready to accept connections, but I can't connect to it. All ports are open, nothing is blocked, what should I do?
And I'm checking for geekstrom.de it works, but I can't connect.
How are you trying to connect to the server?
Are you on the same LAN as the server or is it remotely hosted?
Does the server use crossplay?
That's it, I fixed it.
I have a problem. I have a server on Gportal. I want to register as an admin on my server. I do this but every time I open devcommands it says I'm not an admin^^
Did you add your steamID to the adminlist file on the server?
For devcommands on dedicated server you need mod JereKuusela-Server_devcommands from thunderstore.
ahhhh
yes I do but I don't know exactly how it says add steam id I did but it doesn't register me as admin
It wants the 17 numeric digits in your Steam > settings >acct. > details ID.
I have a question, say I don't want to start a dedicated server but simply want to use a second PC to leave the game running on (meaning no port forwarding and that stuff. Just the regular game install running) can that do the job and allow me and others to join?
If so, does that mean that my character has to be physically in the game or can I just be on the main menu or something like that?
The reason I ask is that Im on UNI wifi and the port forwarding thing isn't exactly in my control. I mean I can do it on my router techicanally, but it feels like the IT dudes have to do it on their end for it to make a difference. And the last time I tried changing settings on my router, it sort of just froze up my internet until i changed it back to what they configured it as.
Can I get away with just firewall portforwarding ion my pc if I do set up a dedicated server?
No port forwarding needed if you use crossplay. But it's known to have issues with pc players so if you don't need crossplay better to disable it. You can leave the pc running but you can't log in from 2 pcs at the same time.
If you want to self host a ded server, an alternative to router port forwarding is a vpn with port forwarding but that usually costs but less than renting a dedicated server.
I see, Im on PC and I think most of the people about to join on me might be using PC as well. Do issues happen if everyone is on PC?
Ah, then that means if I leave a pc running, that character will just be AFK in the world right? Like I can't stay on main menu but have friends join in or anything like that?
Sadly VPNs are also strictly restricted on our interenet here. Cant even navigate to the vpn sites. They use Sophos and some pretty brutal settings
AFK yes so better to disable raids
Oof I see. Thanks
so ive been leaving my valheim server idle cuase i havnt been using it i tried to reinsall the server cuase i want to get back into it but every time i hit the install button it (i use pufferpanel for the software) gets to get appinfo for 896660 and it just wont install the new files and idk what to do im trying to reinstall the server and just cant
is 4 cores and 8 gb enough?
I started an instance with 6 cores and 24gb but since the usage is low I want to scale down
test it yourself
i'm playing on a 8 core machine and hosting for 2 more people and everything worked fine
Im on the free tier so letting go means there's no guarantee ill get it back
but yea ill try it out ty
why let it go if it's free
It's a waste of resources imo
I was waiting so long to create an instance because the cloud provider was at capacity
if i scale down someone else could use it ig
i bet those cores are vitual anyway
I guess so
Do I need the game files as well if I try to set up a server on a second pc or do I only need the server tools?
download valheim dedicated server from steam tools and copy those files to other pc
should be enough
Thanks
Any idea what this means? When I try to join it just says failed to connect
Not 100% sure here, but it might be internet connection failed, check the ports - between 2456 - 2458.
If not that, try check the startup script is correct, in the file Start_server.sh (./valheim_server.x86_64 -name "Midgard" -port 2456 -world "Dedicated" -password "yourpassword" -public 1 -crossplay)
try restart the server.
Turned out i didn't have the right c++ dist. I installed them based on a reddit post and it works now, but thank you! : )
Nice, learned something new myself here though 😄
Does anyone know how to fix this?
The server crashes and with 2-3 people
but this error doesn't occur when I'm the only one on the server
I'm on Oracle Ampere Flex A1 with ARM architecture
can I ask questions related to normal multiplayer hosting through the game directly?
You can ask about the in-game server here, if you want.
which is better, me hosting the server with 16gb ram and i5 6th but 100mbps or my friend with way better specs but 12mbps
Both should do the job nicely. Any difference would likely depend on internet quality and efficiency of the PC operating system with any background tasks or VPN use, etc.
If you are both using the Steam version, you may want to turn off crossplay for the server and forward it's two ports in your home router instead.
i usually play the game at 40-50 fps, sometimes even dropping to 20-15 when im exploring further since its probably loading new parts of the map, the drops are very frustrating and i tried to change graphics to very low and even tried to lower render scale to 5% as a joke but surprisingly my fps did not go up one bit
we are not having any connection issues, and we are using around 30 mods, thats the lowest we can go to make the game a little bit more expansive and fun
so i'm debating whether it would be worth to sacrifice internet connection for better resources as a server host
Compare your game fps experience with your friends and choose which everone seems better. And disable crossplay for the server. Don't forget to forward those ports in the home router for whoever ends up creating the server.
can you explain to me what forwarding the ports changes exactly>?
Port forwarding is necessary without crossplay because crossplay forces direct connection with the MS playfab network server. With crossplay enabled both the server PC and any player PCs need to route their comm traffic directly to the playfab network servers on the way back and forth to the server. The extra hops involved with that and the probality that the MS playfab servers are having their own issues now and then make not using crossplay much more stable and efficient, however then the ports need to be forwarded for the server.
all i see is "port binding" and "port location" does my router not support it?
It's likely that 'port binding' is your router's way of saying 'port forwarding'. You'll want to forward two ports, 2456 and 2457 both with UDP protocol and to the server PC's internal LAN address, which is probably what your router refers to as 'port location'.
on my TP-link it's under 'virtual servers'
Hmm... I used to have a TP-link router about 10 or 15 years ago and I'm pretty sure it referred to it as "port forwarding" back then. How old is your router, anyway?
i have a ZTE F6600P and i'm not finding anything on this.
Archer a7 v5 I don't know when it came out.
This came up in an internet search. See if it applies to your router. https://openmyip.com/ZTE-F660-router-setup
Simple step-by-step guide to open ports for ZTE F660 Port Forwarding
Someone knows a mod to load configs without server restart?
Found it already, thanks^^
Server keeps crashing when trying to start. Any ideas?
Also, where is the log file for this? All of mine are from yesterday, nothing is from today.
I've been dealing with this for a week about... I've got no idea how to even check the logs to figure out why it's crashing, because the wiki only talks about logs for Linux, and not Windows.
Add the option -logfile "...path\ServerLog.txt" to your server start file exec command line.
Am I able to turn off or reduce the amount of skill drain on a valheim server? Im running the server in ubuntu
Of course, just use the world modifiers.
Do you need to restart servers every day to help keep lag away or something?
My server has now been running for about 24 hours and some people are getting considerable lag. Im running the server on my old pc which is an i3 4130, 8 gb of ram and a gtx 950.
Is there any way to stop fuel in torches to be used when no one's online? 💀
I'm on an ARM based VM so I can't install valheim +
The game should pause when empty.
Nah I've found others having the same issue
I used like 10 wood for my campfire yesterday then logged off
Now it's out of fuel again
Is there a way to run 2 dedicated servers on 1 PC? I use Steam CMD but don't know what I have to change in the BAT file
You could install them in separate directories.
So basically download it again via CMD but in a different folder, and then assign the folder to a 2 BAT file?
Yes. And, of course give it a different world, name, and port. The servers use a pair of ports. The one you give it there and the next one up. So give the 2nd server a new pair of ports.
oh, so I'm currently using "2456-2458" for the first server. Can I just use port 2560-2562 for the second server?
Yes.
Or even just 2560-2561.
how do i change the world modifiers if its a dedicated server?
It works thx ❤️
you need to change the settings in the Start_headless file
serverfiles/??
running linuxgsm as well
Have you a "Valheim.sh" file`?
There you can change the settings for the world when you edit it
start_servher.sh
these are the orders for it
normal = standard settings
On Linux it's a little different to paste than on Windows but the commands are practically the same
I think "setworldmodifier" is a devcommand not an option for the start .bat exec line. Follow the syntax shown in the .pdf guide that comes with the server tool to see how to use the command line option.
Yeah i did this after second test. I'm trying to switch from the 5% default skill drain to 1%.
Does this looks like it's still 5%? I'm unsure if it calculates 5% of each skill or if it's doing 5% of total skills and there are weights involved based on higher/lower skills.
This comparison is the second death test
The first death test took 10% off run for example so I was wondering is it's weighted
It's 5% of each skill, no weighting.
I have problems with my dedicated server, running LGSM "vhserver" for Ubuntu 22.04.
When we enter certain chunks of biomes, be it black forest, swamp or mountains, it is increasingly FORGETTING to load in "stuff", such as trees, crypts, snow caves etc.
Now we're hunting Moder but we can't, since we enter basically blank sections of mountains with nothing to find.
When going by a swamp by boat, the server console spat out:
12/29/2024 21:23:08: Placed locations in zone -83,-24 duration 11.275 ms
12/29/2024 21:23:09: Placed locations in zone -76,-24 duration 3.884 ms
12/29/2024 21:23:41: Loading dungeon
12/29/2024 21:23:41: Dungeon loaded with 0 rooms from old format in 2.898 ms.
12/29/2024 21:23:42: Generating DG_SunkenCrypt(Clone), Seed: -1884282528, Bounds diff: (-29.31, -32.00, -40.24) / (34.69, 32.00, 23.76)
2/29/2024 21:23:42: Connection 'sunkencrypt_new_Room4->Connection (2)' is not placed as a direct child of room!
12/29/2024 21:23:42: placed 0 doors
12/29/2024 21:23:42: Placed 12 rooms
12/29/2024 21:23:42: Placed locations in zone -84,-25 duration 166.253 ms
12/29/2024 21:23:42: Loading dungeon
And more...
However, when coming to the mountains, there is no Placed locations.
My friends have been playing for a while and witnessed it actually happening maybe 30 minutes later while loitering in a zone.
Any idea what could be wrong? Or what to try?
Example from standing in such an area in black forest.
We had a marker for Bonemass. My friend went there. There was no altar.
He hung out in the swamp for 20-30 minutes and then all of a sudden things spawned in. Everything was there all of a sudden.
CPU
Model: Intel(R) Pentium(R) CPU G4560 @ 3.50GHz
Cores: 2
Frequency: 3500.000MHz
Avg Load: 0.87, 1.07, 1.25
Memory
Mem: total used free cached available
Physical: 5.8GB 2.1GB 3.5GB 1.6GB 3.5GB
Swap: 3.9GB 0B 3.9GB
Storage
Filesystem: /dev/sda2
Total: 24G
Used: 20G
Available: 3.2G
The weird thing is I've ran this exact setup for a few years without problems. We played massively with the mistlands update with success.
Regarding the screenshot above, it took about 5 minutes and then we got "Placed locations" in console log and trees appeared.
50 seconds later, it logged that the forest dungeons were successfully placed.
🤷♀️
😿
There was a new engine update since then maybe more of a ram load now? I guess im a little surprised that CPU hung tough with mistlands players
After much experimentation, it seems the CPU is just not strong enough
It worked with mistlands but not since last update. Oh well
CPU usage never went below 100% so something's amiss when the CPU is weak enough
can anyone help? trying to update my server
If you're still working on this, you could try adding -logfile "...path\ServerLog.txt" option to the server start up exec line and see if there are any errors there that would explain it.
Figure out where your puff thing puts the server files and download it manually to it's regular sub directory and then and copy/paste it's files over to the puffer.
My 2nd pc that I was using as a dedicated server just died. Can I use my main pc to host and also play at the same time from the same device?
Yes, you may need to forward the server's ports to the new IP address for the server.
Time to move to a cloud VM maybe
Yes that solved it, like night and day.
I now have 2 servers running, but one now says that the backup doesn't work because the storage location is already used by the other server. Is there a way to assign the backup files to a different storage point?
Yes you can change the storage location for the 2nd server by adding an option to the server's start .bat exec line where the other options are.
The new option would be -savedir "....\path\Server2"
You would probably want to make the path there so that the new "Server2" (optional name) folder is along side the default ...> Irongate > Valheim folder just for convenience, although you could put it anywhere you wanted and name it anything you liked.
thx i try it and report
Hello, I have created a dedicated server on a VPS, I have added myself as admin, but I cannot execute admin commands such as: spawn stone 10 etc.
'spawn' is not valid in the current context.
Has something changed at some point? Do I need any mod for this?
Spawn is not an admin command. It's a devcommand. You need to use the ServerDevcommands mod on both the server and your game in order to use devcommands. Then, open the F5 console and enter 'devcommands' to access them.
So them need to install the ServerCommands mod and then use the devcommands command in the game?
To anyone running a digital ocean vps for dedicated server, what's the minimum performance you can do it with?
I know recommended stats, but curious if it runs good enough on lower than 4gb ram and 2cores for example.
Hello all...I recently lost access to my server...(the host shut it down)...and I have sinced started over but have no way to repair my high level equipment at the moment...I was hoping someone with a Black Forge could do me a favor. and invite me to their server so I can repair my weapons and armor....Please
I don't think you'll get any meaningful data beyond the recommended guidelines. Every server is a little different depending on the current complexity of the server's world and the number and the individual characteristics of the players on the server.
does this game have servers now? if so does anyone want me to chill on theirs?
Try the #1024264966712340510 channel for servers to play on.
Helo i thinc this is the right chanel to put my qestion. Is ther a devcomand or a way to reset the resorces of a server with out restarting the server?
Yes, there is a mod that will let you do it manually with a devcommand and there are other mods that will do it for you automatically on a schedule. You should ask for the details in the #mods-discussion channel where they have that info.
Anyone having issues?
Valhost keeps crashing out
Probably best checking with them.
is anyone here experienced with running modded dedicated servers using r2modman? i am struggling😭
@proven nichety for the info
Good morning everyone and happy new year! I am having a strange problem with my server. Here is the situation:
- I have it set to auto save every 30 minutes
- I have a scheduled restart at 10pm each night
- A save is executed before the restart
On occasion, (last night being one of them) The server will restart but when it comes back online, the game progress has reverted back to 1 - 2 hours prior to the restart.
I am baffled how this could happen with the game saving every 30 minutes and just prior to the reset.
Any help you can give would be greatly appreciated.
You could check your server's log file to see if there are errors there that would explain it. If you don't have a server log file, you can make one using the server startup file exec line option -logfile "[path]\ServerLog.txt". Put the log file where ever is convenient for you with your own [path] in there.
Thank you, let me review that.
Hello,
possible to teleport to a pos (xyz) on a dedicated server with admin rights?
need a mod for that
debugmode doesn't work without it
guys, i cant get world modifiers to work after uploading from a local save to a nitrado server, anyone got it working before?
If you're sure you've saved the world on your solo game with the modifications working there, then it should be a simple matter to follow the Nitrado instrustions to move the world file pair (.db & .fwl) up to the server and select it there.
i did but theres like 6 files, two db fwl files, another db and fwl files but named old, then one auto save and one i forgot
I think you'd just need the two world files. Not the .old and not the other ones.
Wish I could be of more help but I can't tell from here if the problem is with getting the right world files to the right place for the server. Or if the server isn't getting the right command to load the new world files when you restart it.
Going to be trying out lloesche's Valheim container properly this evening, finally. With podman and Linux's new ipvlan networking. Will be fun, hopefully.
is there a quick commands to make a player an admin for dedicated servers?
Anyone know how to fix the failing to connect to server on firezilla because im trying to upload my world files to my server.
Not that I'm aware of. Out of the box, I think it's just the admin list text file.
How are you serving the files to your FileZilla client? OpenSSH? vsftpd?
Clarify? I use shockbyte host and im trying to connect to the shockbyte sftp, i put in the host; port, user and password which is accepted
Just wont connect
@final current
Ahh, ok, sorry, thought it was your own server. Ultimately you might have to contact Shockbyte's customer service. Did you try port 2222? Their screenshots hint they use a non-standard SFTP port.
But I would expect it to be on your customer portal's SFTP Server Login page, regardless. And make sure the URI starts with sftp://
We are looking for a new players for a freshly wiped server! The server is EU based however we are looking for players from over the whole world. We have a bit of mods as improvements into the game (bigger inventory, autosorting, seasonall mod, etc)
We are 4 at the moment, looking for 6 more.
In case you are interested let me know.
You should move your post to the #1024264966712340510 channel to advertise for players.
This channel is for when you need help with your server. That's why it's in the 'Help' section of the channel listings. Good luck with it! 🙂
I posted this in help but I saw this forum and figured I would I am a bisect hosting server person. I was wondering if anyone could shed light on the max number for bisect hosting configuration to set things like skill increase. I know the start is 100 and the min is 1 but what is the max? 300? 500? What is the max? for the modifier? My skills are garbage cause of deaths in the ASHLANDS and I know I should try harder, but it has been a long time and I just want to get my skills up. Any ideas on the max number for the skill modifier? I just want to take that number and half it
Thank you for the PDF. However, Bisect hosting has a config area that let's you put in the values of things. They suggested coming here to ask since it was something new to Bisect Hosting to see the modifiers max numbers. I am not using admin commands.
If you reply to me can you please @celest laurel so I can find the message. Thanks!
Yeah they've proven to not have the answers.
when we have 2 people on we have no issues.
soon as a 3rd comes in we spike after a few minutes. Crossplay Disabled etc.
Everyones on cable 1gb and 300+mb, ports open. about to give up. 5 day old server... nothing extravagant built on it to cause chaos.
If you're not running any complicated mods, and you're not getting any error msgs. that would explain it, and you can't get your host to give you additional CPU or RAM resources, or at least tell you what's wrong, then ask for your money back and move on.
I think 300 is the best you can do. If it were me, I'd just reset them with devcommands. But that's just me. Good luck with it, anyway.
I seem to be having issues getting crossplay disabled. I have port forwarding setup on the router, but whenever I remove crossplay from the .bat, it seems to fail to completely start. Whats even stranger is, when any of us attempt to join, we can see the player count go up on the server from the client, but no one is ever able to actually join.
When it fails to start, do you see any messages in the log related to that?
For the player count going up but no connection, is that with crossplay enabled? And is it a connection timeout or connection refusal reported by the game clients?
this is where it stalls
doesnt do so with crossplay enabled
player count going up is with crossplay enabled
unsure; client returns error "could not connect"
The info you have above is not an error. It's normal start up. Check to make sure that you've done your portforwarding correctly. And make sure your Firewall and your VPN, if you have one, aren't blocking it.
You need to forward the server port and the next higher one. Like 2456 and 2457. They need to be forwarded with the UDP protocol and you need to make sure youve forwarded them to the *correct internal IP address * for the server.
If you're trying to connect from inside the same LAN, you need to use the server's internal IP address and port to connect.
Then test your connection by going to geekstrom.de/valheim/check and see if it finds your server.
will try now, thank you
turns out I didnt swap the IP in the port forwarding rule when I moved the server to a new VM
so you were completely correct. thank you!
this solved our issues, latency is much improved
Guys, today we noticed that when either one of us joins the other and is within rendering distance, one of us gets a huge FPS drop and goes from 60+ to 10 and it will swap on random intervals ( if i get the drop, my buddy will be okay with normal FPS and vice versa). All we did recently was add the devcommands and world edit plugins. Can anyone hint something that may be causing this?
It's very unlikely that either of those mods are causing the problem. But, just in case, check to see that you're using the latest updated versions on your games and the server. Do a test with the mods disabled to verify that they are the problem or not.
Is the problem confined to when you're in certain places or biomes? Or does it happen randomly no matter what you're doing or where you are?
Is the server remotely hosted or running on one of your PCs at home? If you're using -crossplay and don't need it, remove it. Then, if your server is local, you'll need to have it's two ports UDP forwarded to the server's internal IP address on your home router.
Also, you can check your game's log file to see if there are any error msgs. in there that would explain it. You each have two log files to check. One in your BepInEx folder and one in the same folder as your worlds_local folder.
If i want to run multiple servers, how do i change the port? I know in the start batch file its has has to change the port and it set to 2456 but uses 2456,2457,2458. How do i set multiple ports in the batch start file? Do i just do like "-port 35000-35002"
no. you just choose the game port and steam port will always be +1.
And if you're using port forwarding you should add it there too. UDP
So i don't need a 3rd port, i can block 2458. I know normally you any have the game port and query port. I've been wondering why the config tells you, you need 3.
It's still a mystery to me. probably outdated info.
Well at least I'm not alone, lol.
new to hosting server do player need u yous a modded luncher like they do with dayz ? is so what is it
they have launchers but you dont have to use them. R2mod Manager, for thunderstore modes and vortex for nexus mods.
so if i install the mods on to my server they can play on it with out using the managers ?
it depends some mods kick players who do not have them.
It's unclear what you want.
Is it dedicated or in-game server? is it vanilla or modded.
the modded launcher is what? sounds more like modified exe file.
If you're talking about modded game then we call it mod-manager or modman.
yes but everybody has to have the mods installed if they want to use them and yes some require everybody to have them. Everybody doesn't have to have the launchers but somebody would have to make a pack and keep it up to date, to send to the others. the mod managers can help with things like telling you there are mod updates, and you can make different mod profiles easy.
I use the nexus updater for nexus and r2mod manager for thunderstore to keep up to date and make a pack to give to other players. its a lot simpler then it sounds.
thanks ill look at them now ta
dedicated
yea do i need a separate steamcmd for every valheim server or can i a make a new one in my current steamcmd for valheim.
If you have space the simplest would be to just duplicate the server folder ~2GB and change the configs, ports, world file name etc.
Sweet thank you, thats exactly what i was wonder if i could do.
when i run the update commend will it update all servers.
wait was you saying the vaheim dedicated folder or the whole steamcmd folder
I don't know how steamcmd folder looks like.
Is that on win or linux? I use linux
I'm on windows, off the top of my head everything steam side should all be the same, its normally install and and startup that's different.
Did you ever find the solution to this? I am running into the same problem. @surreal robin
@karmic heart I use gportal works well for me so far
fun fact if you drag the dedicated server window around in win 10, it will likely freeze the server and not allow anyone to connect. once it launches, dont touch it. this makes troubleshooting other problems a royal pain and i am going to sleep before this game drives me mad.
youll also have to add another instance id in the launch arg. see the pdf in the server folder
No, not yet((
It can be downloaded via Steam or SteamCMD. In Steam, you can find it under Valheim Dedicated Server in the Tools filter in the Library view. It will be available free even if you haven't purchased the game through Steam. If using SteamCMD, use app ID 896660 (can be done using anonymous login).
Once downloaded, in the app's directory there will be a PDF manual covering launching and parameters.
Both PowerShell and cmd have an edit mode that blocks stdout. Try right-clicking on the top bar or however you can get to the terminal settings or properties and disable Quick Edit if it's an option, at least while you're running a server.
Hey, first time in the discord. Hello all! I am hoping someone could share some knowledge. I am hosting a server through gportal for a group of friends, but we are progressing at different paces. Some of us are ready to kill later game bosses, but I know this will lead to random world spawns of Seekers/Fulings etc. I turned on player-based raids so raids aren't an issue, but it would be great if we could turn off the world spawns as well. Does anyone know of a way to do this?
There is not a vanilla way that I know of. See this message for alternatives: #dedicated-server message
Though an admin user can remove the global defeated_… keys after someone fights a boss. It's just a bit of manual effort each time.
oh awesome! I like your second suggestion. There aren't so many of us that it would be a regular hastle. Where do you change this value?
like just in game with admin commands?
@final current I think I found the answer. Thanks this is perfect, much appreciated.
Sure thing. You can use listkeys to see the ones currently set. The global ones are listed before the admin's player ones. removekey defeated_… to remove.
ah even better, sweet!
where is the server log located on linux? I am trying to start my server but it wont start.
By default it's logged to stdout. If you're launching the server with a process manager like systemd, supervisord, s6, or a container runtime, the stdout may be captured by that manager and stored elsewhere.
You can force the server to log to a file instead by passing the -logFile <path> command-line argument.
Does anyone know how to fix a server when it says missing DB
Check the folder, to see if its actually gone. Try to replace the world files with an older backup.
I’m on Xbox
You can't have server on Xbox. Then you are playing local worlds, and you have a way to find old backups in the ingame menu.
hello!
is there any info on how to create a valheim server hosted on your pc? because it's a bit of a pain, i manage to connect to the server i created but my friends don't, they get the error faild to connect, i don't really know what that means, if anyone has any info i'd love to hear from you? thank you
How are they discovering/connecting to the server? e.g. join code, IP address, domain name, public servers list
And are you using crossplay or not?
I give them a connection code which is this: 127.0.0.1:2456 and I've disabled crossplay
That IP address will always lead to the connector's own host, so they are effectively trying to connect to their own machine. You will need to give them your external (Internet) IP address. You'll also need to ensure your router is forwarding UDP traffic to your game from the Internet (e.g. with port forwarding).
If you're at the same location in a LAN party setup, you could alternatively give them your LAN IP and not have to worry about forwarding Internet traffic from your router.
I've configured my ports like this
oh interesting, how do I find my LAN IP?
You will want to avoid forwarding the same ports to two devices. Whichever DESKTOP-… is hosting your server are the lines one you want.
Re LAN IP, note that is only useful if they are truly in the same LAN as you (i.e. in your house). For finding your LAN IP, are you hosting the server on Linux, macOS, or Windows?
on windows
https://support.microsoft.com/en-us/windows/find-your-ip-address-in-windows-f21a9bbc-c582-55cd-35e0-73431160a1b9 <- the IP address assigned to your Ethernet (or Wi-fi if not wired) adapter will be your LAN IP if you are behind a router.
Get info on how to find your IP address in Windows.
ah no sorry, people who want to connect to my server are not on the same local network as me.
Then browsing to a site like https://www.whatismyip.com/ to discover your external (Internet) IP address may be more fruitful.
yes,but i've already tried using this ip to connect to my server 2.3.105.210:2456, which is made up of my public ip address and the ports on my livebox, and it still doesn't work.
You've fixed the port forwarding to ensure it only forwards to a single device?
yes !
it's really annoying, I apologize for taking up your time like this.
It is no problem. Networking is a large part of hosting a server and it is not quick and easy if you don't do a lot of it normally. Crossplay is easier as it has you connect to a relay instead of you having to figure out how to enable others to connect to you directly. Unfortunately, Crossplay brings its own lag and reliability issues.
If you want to troubleshoot direct connection further though…
Your revised port forwarding page doesn't look right either unless your router just names your hosts after your IPv6 addresses. You will want to forward the ports to your IPv4 LAN IP instead of IPv6 if you have the option.
IPv6 is typically forwarded without NAT and so would use firewall openings instead of port forwarding for that. I don't know how well Valheim Dedicated Server works with IPv6 yet.
anyone have any issues when hosting a server and playing? only when im playing valheim with my server open, my internet seems to randomly slow down for a few minutes, then it's fine again. i have 1gb fiber up and down internet, and a good rig.
You're connected to your router+modem via wired ethernet? And is this slowdown noticed only on the same PC or on others' PCs within the same house?
Wired, and idk about my roommates pc, but it happens on all my devices, pc, tablet etc
I have tried lowering the steam ping rate, but that didn't fix it
but doesn't IP LAN require you to be on the same network? in the same house
It does, but when you set up port forwarding, you are forwarding from your router to your PC and those are both in the same house. You would give your external IP address (e.g. your 2.3.105…) to your friends, which leads them to your router.
@void basalt if you give us your router's maker and model number, we might be able to better help. Hopefully after all of this, your ISP doesn't use Carrier-grade NAT (CGNAT) 🤞
livebox 5 orange
How are you connecting to your own server? And is it running with Crossplay?
I'm using the steam dedicated server, and connecting to it how it says to, and I think crossplay is on. I didn't change that setting and idk if it's on by default.
I can join and play with everyone just fine, just get that slowdown lag every now and then
OK, yes, it's on by default. If you are connecting with a Join Code, then you're definitely using it. Crossplay itself is a slowing factor for the game, but it ought not to be saturating your Internet upstream/downstream for other devices at home unless you're playing with a lot of players. If your router offers a traffic graph, you may want to leave it running while playing next time to see if the slowness correlates with a traffic spike.
The high amount of UDP traffic associated with gaming can sometimes cause equipment to run warmer so if your switch(es) and router aren't well ventilated, certainly address that.
We only have around 5 people that are playing in our server atm
That's about all the advice I have. If you find the slowness is mostly in the game, you might consider setting up direct connectivity instead of Crossplay if you have some networking savvy. Otherwise, analyzing traffic graph over time might lead to some insights. And make sure one of your housemates isn't saturating the connection with something like bittorrent or streaming themselves in 4K on Twitch.
Ok, tyvm for the help
@void basalt OK, if you are still here. Let's start at the beginning.
- Let's make sure your ISP doesn't use CGNAT.
In the Livebox 5 settings, go to Paramètres avancés / Informations système and make sure your WAN IPv4 address is the same as the one reported by https://www.whatismyip.com/
If they are the same. This is good and we can proceed.
this isn't necessarily a mod question but if i was wanting to rent a modded valheim server is there a provider that anyone recommends? around 230 mods and 6 people
@void basalt if that is good, then
2. Set up a DHCP reservation to always assign the same LAN IPv4 address to your PC hosting the server. This will stop your LAN IP from changing from one restart to the next and make it easier to forward traffic to it.
Go to Paramètres avancés / Réseau / DHCP, and create an entry in the Baux DHCP statiques table for your PC network adapter's MAC address. Take note of that LAN IP assigned to it in the final table.
If you connect via both Ethernet and Wi-fi, you will want to make sure that your Ethernet MAC address is the one chosen here if it lets you see the MAC address.
so I found this I don't know if this is what you wanted to check out
OK, try the Internet tab in there.
It will say something like adresse IPv4 WAN
We avoid advising on 3rd-party providers in here. Unfortunately it can open it up to spam, shills, scams or geo-location that doesn't work well for your players.
Once you have verified WAN IP from step 1 matches your public address and once your DHCP static address/reservation is in via step 2, @void basalt, you can
3. Make sure Windows sees that reserved address for the adapter's IP address now (and can restart if it doesn't have it yet), then finally go back to
Paramètres avancés / Réseau / NAT/PAT
to point to the device, making sure the Equipment column matches the LAN IPv4 or adapter name that was given the DHCP reservation in step 2. You can give it a custom name like Valheim using the noveaux… entry in that dropdown menu.
After this, you can test connecting (or having others connect) to your public IP address.
I have been looking for a while but without much success, I would like to thank you again for your help 😃
Hey guys, is there a recommendation for a really good host for a dedicated server for 40 players?
We don't recommend 3rd-party hosts in here, sorry.
The game is intended for around 6-8 people and has an ummodded hard cap at 10. So not really.
Hello, i created a dedicated server for me and my friends, it's all working fine and stuff, but i would like to prevent players from bringing items from their single player instances (someone showed up with the cheat sword lol). Is there a way to prevent that?
Servercharacters
@wide cipher something I'd like passed on to the devs regarding Iron Gate's image builder:
In the Linux depot, I think that docker/steamclient.so should be deleted and this line from docker/Dockerfile:
COPY steamclient.so /usr/lib
can be replaced with:
ENV LD_LIBRARY_PATH=/irongate/linux64
The steamclient.so provided by the Steam SDK redistributable depot should be available in the bind-mounted /irongate dir and gets picked up by the server just fine. The one shipped by Iron Gate in the docker dir has become severely out of date and I suspect is behind some of the bug reports I've seen over interface binding and some ZRpc issues reported for built Linux images. The newer someone's kernel, the worse this version behaves.
If there was a reason for the extra steamclient.so, it's worth evaluating whether it's still needed.
Hm... ok 🤔
can look into it
ENV LD_LIBRARY_PATH=/irongate/linux64 could be added to docker/Dockerfile under the ENV PATH=… line for greater flexibility with home-built scripts once the extra steamclient.so is deleted.
Hello, our linux dedicated server is crashing when FSocketSubsystemSteam::AcceptP2PConnection is getting called. libpthread.so.0!futex_reltimed_wait_cancelable(const struct timespec * reltime, unsigned int expected, unsigned int * futex_word) Line 142 C++ libpthread.so.0!__pthread_cond_wait_common(const struct timespec * abstime, pthread_mut...
you know about this?
I haven't seen that and wouldn't be surprised if it was a problem with a newer release from Valve. The Linux Valheim Dedicated Server ships with the May 2024 version of the Steam SDK through Valve's redistributable depot, so it's frozen on a version from 8 months ago but it's still much more recent than the one at docker/steamclient.so. At least with using that one, the image users will be seeing only the same problems as the other Linux Valheimers.
For comparison, the popular 3rd-party Valheim images made by lloesche and ich777 both skip the one in docker/steamclient.so and use the one from Valve's redistributable depot that downloads alongside Valheim Dedicated Server automatically instead.
If you download Valheim Dedicated Server for Linux via Steam or SteamCMD today, the layout looks like this:
/steamclient.so <- May 2024 x86 version from Valve's 1006 depot.
/linux64/steamclient.so <- May 2024 x86_64 version from Valve's 1006 depot.
/docker/steamclient.so <- Pretty old x86_64 version from Iron Gate AB/Coffee Stain Publishing's 896661 depot.
Sure, thanks for digging in. It's the equivalent of steamclient64.dll on the Windows build, though the Windows dedicated server doesn't yet have an image build process.
Any tips on accessing admin privileges on a third party dedi server?
Renting through G-portal. I have added my steam 64ID to the admin list but can't seem to access it via the console
Just can't seem to get it to work
Do they provide a way to restart the server after you upload the new list?
Yeah
It has to be off for me to be able to add admins anyway
Alrighty. What steps are you taking with the console? And this is the console you get by pressing F5?
F5 to bring up the console.
Then I type in devcommands
Which SEEMS to work.
No other commands work though
Most devcommands aren't available when administering a dedicated server. You'll be able to set/remove world modifiers, kick/ban users, and a couple other server gameplay configuration changes.
There is a popular mod called Server devcommands that can be installed on the client side to expand the available set closer to the local game equivalent.
Ahhh I see.
I just tried using the kick command and it worked. I just assumed the devcommands were the same for nondedi and dedi.
Thanks
hey, im trying to setup a valheim plus dedicated server but for the life of me I cant seem to get it to work. It keeps either loading or not loading with the mod enabled. Any ideas on what to do. The most I can find in logs is that World generation is getting referenced at smething null
Hello. Previously contacted about Dedicated Server, helped just to install the server again, now the server phantom starts, players can not enter, what to do?
UPD: I don't know how it works, but in startup I removed the -crossplay parameter and it came in
A null reference generally means that a mod is out of date for the current game version. When that happens you need to get a more recent update of the mod or replace it with another similar mod that is up to date for the BogWitch (current) version of the game.
Glad you solved the problem. Crossplay is needed to support Xbox users but it needs to funnel everything through the MS playfab network Xbox or not. That creates is own layer of additional problem possibilities.
I am trying to set up a dedicated server with a world I’ve been playing on pretty much since the game released. I followed the instructions in the manual and changed the world name from “dedicated” to world name of my world saved in my local_worlds file. I’ve done everything as instructed yet it still loads up this new world with none of my progress. I think the seed is even different than what I originally had. Any idea on what’s going on? Sorry if this has already been discussed.
You want worlds_local instead of local_worlds.
Yes. This was what I meant to say. I am using worlds_local and the server loads a new world. The world has none of my progress. If I run around and explore a bit then leave, I can reconnect and that little bit I explored is still saved. It’s like it made a whole new world using the same name. I can load up my original world on the “start game” tab in Valheim and everything is still there. The dedicated server is just not pulling my world from the files as I am setting it under the “start_headless_server” file.
Are you on Linux, macOS, or Windows? And under what folder did you put the new worlds_local directory?
Windows. The worlds_local is just under my appdata > LocalLow > IronGate > Valheim
I’ve watched a few videos and it’s all the same as how they do it. Nothing seems different.
Thanks. Just to be sure:
- When you say "my appdata" you're talking about the one in your own
%USERPROFILE%and it's the same Windows user you are launching the server as? - You saved your world and moved it from cloud-managed to locally-managed using the in-game UI?
- You copied both the metadata (
<world name>.fwl) and data (<world name>.db) files from your desktop game'sworlds_local? - In your server start command line, you have
-world <world name>and you don't have a custom-savedirargument?
- Yes it is my own %USERPROFILE%.
- I haven’t changed anything about my world save. I’m assuming it is saved to locally as select “move to local” in the games UI, it says “[menu_cantmovesave]” and that there is already a save with that name in that section.
- Yes I can copy them but do not where to paste them.
- I’m not sure where to look for that but I tried ctrl+f and searched for -savedir and nothing was found.
Hello, i am running a server through gportal. Some players have asked I add the betternetworking mod for the sake of quality across time zones i suppose. Anyways, I am fairly new to mods, mostly play vanilla, so I could use some help if someone might be able to help me get the betternetworking mod set up efficiently through a g-portal server? Thanks!
When it says there's already a save with that name…
- Are you running the dedicated server on the same Windows system as you were running the desktop game?
- Had you previously tried to copy the world files from one of the cloud-managed directories?
If the answer to both is yes, you might want to temporarily move whatever you put inworlds_localsomewhere else for safe-keeping then try again with moving from cloud-management to local management before anything.
As for why:
With cloud-managed worlds, you have no control over where world state is stored and when. For example, if you are using the Steam version of the desktop software for Windows, the most up-to-date version of the world state might be in any one of these locations depending on which programs are open and in which part of the cloud management lifecycle:
- In-memory if the game is still running.
- Steam's cloud storage
%SystemDrive%\Program Files (x86)\Steam\userdata\<steam user ID>\<valheim app id>\remote\worlds%USERPROFILE%\AppData\LocalLow\IronGate\Valheim\worlds
and the next version of Valheim, Steam (or SteamCMD) could easily change where and when those are used.
If you've used the in-game UI to move the world to local management and you are running the dedicated server on the same machine as your desktop game, then the only thing you need to do is exit the game. At that point, the world will already be in the location the dedicated server will be looking when you start it (%USERPROFILE%\AppData\LocalLow\IronGate\Valheim\worlds_local)
You could then start the desktop game client again, but be sure to not try to load that local world that is in-use by the dedicated server.
As for where to look for the starting command line for a custom -savedir, it's whatever you are using to launch the server executable. If you are using one of the built-in shell scripts/batch files, then that is probably what is launching the game and has the relevant command line. It would be the same command line where you specified -world … if you or someone else had added it.
#mods-discussion might be able to serve you better for that. If none of your players are using the Xbox version, Apple App Store version, or Microsoft Store version, then consider disabling Crossplay if it was enabled. That will get you better networking before going the extra mile of a mod.
ok thanks
Yes. I am trying to run the server on the same computer I’m running the game.
I’ve been accessing cmd prompt and dedicated server through steam by right clicking on it > browse local files > start_headless_server.
I’m a little confused on how to move the cloud management to local management. Are you meaning try again through the games UI? It gives me the same message every time as I mentioned earlier: [can’t_movesave] because it’s already in the local files.
Then yes, I'm meaning through the game's UI.
- Close the game client and the dedicated server if either are running.
- Take whatever .fwl and .db file you had previously manually copied into
%USERPROFILE%\AppData\LocalLow\IronGate\Valheim\worlds_localand move them elsehwere for safe keeping. We don't know what state of cloud-management those files were in when you copied them. - Start the game and use the in-game UI to switch this world from cloud management to local management. The world should now have the floppy disk icon and should be found in the
%USERPROFILE%\AppData\LocalLow\IronGate\Valheim\worlds_localdirectory. - Close the game.
- Optionally back up your world files from the
%USERPROFILE%\AppData\LocalLow\IronGate\Valheim\worlds_localdirectory. - Ensure your Dedicated Server's
-worldargument matches the base name of your world files (the part before the file extension) - Start the dedicated server.
- Optionally start the game client again, but make sure to only access your world by joining the server and never attempt to load the world for local play while it is in use by the dedicated server process.
Just yesterday it was working fine, but today it didn't want to do that
And if you're still having trouble, @hushed kettle, feel free to paste us the contents of your starting batch script. You can obfuscate/omit passwords or identifying information.
So I followed the instructions and it still loads up the new world created when I first tried. I closed everything out and tried accessing my original world again like normal though the local play and now the new world shows up on my dedicated server has taken the place of old world. I can’t access my old world anymore.
It’s like it’s the world is in a different file location than I’m seeing. Now all I’d like is to have my old world back and just play local but I can’t even access that.
Alright, I may be able to do a screenshare session in around 20 minutes if you'll be available.
Yeah I could do that. Thank you
So what's the consensus on fixing/modding the client for Ashlands lag other than forcing the best PC to be chunk owner? The rubberbanding is becoming an issue and I'm just now reading up on the hilarious P2P netcode stuff. Fwiw I'm running the dedicated server on Ubuntu on a beefy host with a 2.5 gbps symmetrical connection to the outside.
#1 advice I have is to go through the effort of getting direct connectivity working (disabling Crossplay, getting ports forwarded over NAT, etc.) if everyone is on the Steam version of the game.
If you've already done that, I have yet to try Betternetworking with Ashlands myself. I'm also curious how others' experiences have been.
And if Crossplay is disabled and you're on the same network as the server, connect yourself through the LAN IP or localhost if applicable to ensure the shortest path possible for at least your own leg.
I'm assuming you're also on wired networking instead of Wifi. Additionally, if you're using a container to host this server and you have a recent-ish Linux kernel, you could consider using the new ipvlan networking for the container instead of the typical bridge network that docker and podman create. It should give closer-to-the-metal performance.
Has anyone here set up something like a "scale to zero" cloud solution? Meaning that when you're not playing, you're not paying for a VPS?
Is it possible with Valheim? Maybe to detect 0 players for an hour and then send a command to shutdown server and make sure map files are kept safe. And then have a smooth way to start up again as quickly as possible (should be doable within minutes probably).
Could be possible. If the server is public, you get on-demand player count available on port 2457 you can use for polling idle state.
I wonder if vhserver for Linux could be used to check player count
Thank you for taking the time to help me with this. I am so very relieved to have all my stuff back and up and running. I'm still confused on what the issue was now that its all working, but I have a feeling it had something to do with the cloud saved files. Note to self, use local save over cloud save with dedicated servers. Thanks again!
Then the machine itself could handle turning itself off
Unless vhserver proxies networking traffic to Valheim, I doubt it will have what you need out of the box. The only ways I know of are to query the Valve A2S port (e.g. 2457) if the server is public, or analyze the UDP traffic if using Crossplay or on a private server.
lloesche has a couple of scripts you can start with for inspiration:
https://github.com/lloesche/valheim-server-docker/blob/main/valheim-status Python script that queries the Valve A2S port on a public server and puts the player count in its exit code for calling in shell scripts.
https://github.com/lloesche/valheim-server-docker/blob/0996dc3a1fc1f5f88bcbd4056a28254adadb884e/common#L148 shell script example using nstat to measure incoming UDP traffic for private or crossplay servers. Called here to measure for a time window:
https://github.com/lloesche/valheim-server-docker/blob/0996dc3a1fc1f5f88bcbd4056a28254adadb884e/common#L160
unfortunately it isn't port-specific so it works best in a container or a server that only hosts Valheim (vs hosting other UDP services like DNS)
Done, but the problem here becomes that "shortest path" doesn't matter one bit if the one guy with the worst connection becomes chunk owner.
It's on bare metal.
I got betternetworking and serversimulations working with Ashlands, will see if this improves the situation tonight.
im playing on a dedicated server that im hosting. I just died twice trying to recvover my stuff from swamp. lost karve and longship. is there any way i can go back to a previous save?
I tried deleting the lates save files (after making backups, but when I logged in, nothing changed, I could still see my stuff on the other side of the world.
For PC Steam users the easiest way is to use the Manage Saves button at game start. You can manage not only world saves but character saves, too.
So far, I just make copies of my entire save folders and send it to google drive. I figured if I replaced the word save with old ones it should have worded. But it didnt. The saves are local as well, is something going to the cloud or something
Were you able to use the Manage Saves button to find and restore one of the recent backups as I suggested?
I tried it yes, I had already cut and pasted out the latest save form the folder just for good measure. Went into the client and restored from backup one of the autosaves which was 2 hours earlier. It said it did it, but when I logged in, my body was outside my home but opening the map, I could still see my dead body and my ships were gone from docks
anyway, recovered them all now with the helpof the body recovery squad guys
but Im going to experiment with another world now to see what it takes to make things work
So i have setup a dedicated server, and have added some of the world launch modifiers to the bat file. But do anyone have a full list of launch modifiers? In the pdf it seem to be missing things like spread fire etc.
hi does anyone know how I can change world modifiers on my existing dedicated server?
You do that by placing additional options in your start up .bat or .sh file's exec line. Or by using certain console commands while in game.
no luck. Game just completely breaks apart and lags in our ashlands with 2-3 players
65.103.216.22:2456
Can someone please try to connect to that? It worked yesterday and the status thing at geekstrom says it's up but I can't get a password prompt.
For some reason, your A2S port (2457) is up but your game port (2456) is down or not forwarding UDP:
$ gamedig --type protocol-valve --host 65.103.216.22 --port 2457
{"name":"ma…","map":"ma…","password":true,"raw":{"protocol":17,"folder":"valheim","game":"","appId":892970,"numbots":0,"listentype":"d","environment":"w","secure":0,"steamid":"9…","tags":["g=0.219.16","n=32","m=4\\=150\\","12\\","30\\=1_0:2_0:3_4:4_0:5_0"],"players":[]},"version":"1.0.0.0","maxplayers":64,"numplayers":0,"players":[],"bots":[],"queryPort":2457,"connect":"65.103.216.22:2456","ping":96}
From Valheim:
01/10/2025 14:54:40: Connecting to server with Steam-backend 65.103.216.22:2456:2456
01/10/2025 14:54:40: Starting to connect to 65.103.216.22:2456
Am I Host? False01/10/2025 14:54:40: Got status changed msg k_ESteamNetworkingConnectionState_Connecting
01/10/2025 14:54:40: New connection
01/10/2025 14:54:50: Got status changed msg k_ESteamNetworkingConnectionState_ProblemDetectedLocally
01/10/2025 14:54:50: Got problem 5003:Timed out attempting to connect
Hey I appear to be having this exact same problem with my server. Just updated from steam and can't connect to it, even over LAN. I see port 2457 listening but not 2456 (linux/x64). Was there a solution?
https://valheim.fandom.com/wiki/Global_Keys#World_Modifier_Keys any of the on/off toggle-able ones in this list ought to work for -setkey.
The -modifier allowed set is exactly what is listed in the manual, though I think there's an additional Default modifier you might be able to use to reset.
May want to try shutting down then waiting a few minutes before starting again. Maybe the kernel thinks the port was not available for reuse. Same goes for @mystic prism. Truly I don't know though. There was no recent update to the server that should trigger a change in behavior for the port binding.
This is what I get from lsof. It's listening to *:2457 but not *:2456 since updating.
Can you give us your full lsof command?
sudo lsof -i -P -n
I have another server on a different box that seems to be working fine. I see *:2456 and 2457 in the output on that one. They're both just now updated from steamcmd
I'd say to take a look at the server logs to see if it's getting as far as listening for connections. Also note that in lsof on a typical more recent kernel, you're more likely to see the listen as type=IPv6
IPv6 would still use the same port number though correct? I don't actually think my ISP supports IPv6 yet (wild).
Correct, same port number, and it would still be available over IPv4. It's because the kernel will abbreviate the bind with an IPv4-mapped IPv6 address for the local interface.
The server log/console looks like it started up fine. Let me see if an OS reboot does anything
Doesn't look like that fixed anything. The server is still listening on 2457, but not 2456, and I can't connect
I even tried changing the port to 2466, and it listens on 2467 only
You can upload your server log if you'd like for some deeper troubleshooting. If this is your first update in a while, note it can take some time to upgrade your world to the Ashlands (and now Bog Witch) biome/locations states.
The first server did output a long list of conversion messages on the first startup, but on this one the world is already up to date.
Looks like you're using Crossplay. In this case, the game connectivity will be outbound instead of inbound.
And players (including you) would need to connect either with your join code or your external IP address.
So I haven't set up port forwarding yet but you're saying the LAN IP won't work, only external?
Or should I just remove crossplay from the startup script cause I don't think anyone in this group is on anything but PC
That's correct. Crossplay is a little strange. Your external IP address is not actually used by players to connect to you directly, but as a resource locator similar to the join code itself. Your server and your players all connect to a relay server hosted by Microsoft. Your port forwarding rules for NAT go unused.
If you have some networking savvy and stable forwarding rules in your router, and all of your players use the Steam version of Valheim, disabling Crossplay would be my recommendation.
Yeah, I already have one machine running but it's older and didn't have -crossplay in the startup script, but this newly-downloaded one does by default. I plan on forwarding this one to a different port since I don't think SRV records are supported by this game
Correct, Valheim doesn't have special handling for SRV. It uses the CLI runtime's basic name resolution and ends there, assuming it didn't resolve to a PlayFab lobby for Crossplay.
I bet this is the problem you're having too, the current steamcmd version has crossplay enabled by default in the startup script.
You're welcome to delete your uploaded log for privacy now if you feel like.
So with crossplay, my domain name won't work either? PC players usually connect to the server via domain.com:port
Success, removed -crossplay and now it's working
Domain with A or CNAME->A leading to external address might work for Crossplay's PlayFab Party Lobby resolution. I've never tried, though.
I did notice the server saying there was a lobby at <external ip>:2456 but yeah idk if it would work with a domain.
having an issue on my server box where it gets stuck here
doesnt happen on personal pc
Those are expected warnings.
yeah, but it gets stuck here.
im assuming this is because its headless and it neuters all the GPU related things, but on personal PC it moves past this, and i get the whole "connected" spill.
So like I have a windows server I host to run all my games, and I cant run valheim headless because it doesnt have a gpu or
edited to clarify that I am only running the server application on the box, not the game itself.
on personal PC, i move past loading unused assets.
Server is on windows 2022, with server package installed through steamcmd
log folder is empty, cant see what its doing past this point.
i found the issue. disregard.
Windows Quick Edit? 🙂
no, a tutorial i was looking at was wrong about how to set up ports in the bat file
does anyone know what the maptexcache, forestmasktexcache and heighttexmask files do
How do i enable fire hazard on my dedicated server?
I would guess that they help to load the world faster after creation.
I believe you could use the console devcommand "setkey fire".
Yah i found out the key was fire 😄
Are there anyway to set chat to be global? and force players to be showen on the map?
Out of the box, I don't think either can be forced. Players can use /s <message> to shout individual messages globally and they can opt in to being shown on the map. #mods-discussion might have some ideas outside of vanilla Valheim Dedicated Server.
@final current Okay thx 🙂
Are the world saves in /worlds or world_local? beacause the only thing in my Worlds folder is a steamautocloud file. I went to my manage saves, and the only option is to move to cloud, meaning it's already local
Hi, does anyone have guide to make dedicated server for modded world?
Generally they will be in worlds_local for Dedicated Server.
What's the best valheim hosting with no limits? up to 200mods
We don't offer 3rd-party hosting advice in here, sorry
Anyone happen to know how many minutes delay there is for a dedicated server to perform a world save?
Should be 30 minutes. You can change it in the bat file.
I am running vhserver on Linux, I've been trying to find a config value for this but no luck so far. Do you know if it's in the same config that you change server name and password etc? Or somewhere else?
Might be a bit naive if there's a different kind of saving.
You should be able to right click the Dedicated Server App on Steam, go to files, then modify the bat there. There's even a manual in the files to help you for most commands.
I would recommend changing the password ASAP as the password is always "secret" and people can break into your server if you don't change that.
Just gonna assume Linux Steam is similar to Windows on how it performs.
I need to be able to check for how many players are online on my server.
This does not work if I start the server with -crossplay. This is due to a bug here: https://github.com/gamedig/node-gamedig/issues/539
However, if I remove -crossplay, the server is never listed in the Community tab.
Is there a way to both disable crossplay and have your server show up in the Community tab?
its not a bug, crossplay dont use steams back end so you not going to beable to use steam query to get info about it
Aha that makes sense!
And the only way to get your server to show up in the community tab is via crossplay/Playfab I guess, not Steam itself somehow?
last i new it showed when not using crossplay, but i havent played in like 6 months lmao
If you have -public 1 without crossplay, you can appear in the Community tab for users of the Steam version. You'll also get the Valve A2S port for metadata queries. Given it uses direct connectivity, you'll have to ensure networking to and from the server over the Internet (e.g. forwarding IPv4 UDP over NAT if using a LAN/WAN router)
Xbox, Microsoft Store, and Apple App Store variants of the game client will not be able to discover or connect to such a server, unfortunately.
@final current We only need Steam/PC users to be able to see it. We have -public 1 already, so if that's not showing up I guess it's a firewall issue or something?
I mean, we can connect to the IP directly without any problem however.. so that indicates things are "open".
Guys, any console commands that will display currently active players?
as i have remote access to the terminal and i see from the logs that someone is connecting, but have no idea who that particular player is ("current user: some reference numberID that i do not know what it is actually
Tried F2 from a game client connected to the server?
If you're able to connect to the external/Internet IP address, and you have public="1" in the vhserver config, that ought to be enough. There may be some restrictions on the types of characters that can be in the server name. Also note the Community tab takes a little while to populate the Steam-facilitated servers, so it's unlikely to show up in the first few seconds.
We've seen Steam more restrictive on server names than Azure PlayFab Party (as used by Crossplay)
hello! I am trying to launch an at home server and I am having some trouble with connecting to the server. I have all my correct ports forwarded, the server launches and I can tell its grabbing the correct world map. but no matter what I do or change, it keeps saying failed to connect
Thanks for the info. I tried renamed it as well (wasn't the least offensive before) but no luck.
I wonder if there's something else needed for it to work.. perhaps some Linux package or something.
I know you need a specific one for it to work with Playfab, but that does indeed work, but not with the playercount.
Non-latin letters or non-hindu-arabic numerals has been the biggest issue I have seen in the past
Aha ok, well it's only basic latin letters. Last try I did, "MacklinsMys"
Is the server using Crossplay? And are you connecting via loopback IP, LAN IP, Internet/external IPv4, IPv6 (if so, what scope?), domain name, or Crossplay join code?
Cool. That seems pretty inert. Sorry it's not showing up 😦
I have crossplay turned off. and Idk what loopback is I just used the IP the server cmd window gave me.
should I be using a different ip?
i just changed it to be public with a password, maybe that might work?
sorry im new to all this xD
That shouldn't make a difference for manual connectivity. Did the server cmd give you the same IP as you see for IPv4 in whatismyip.com? And did you include UDP protocol in your port forwarding rules?
no the server gave me a different IP then what the pc is, and I only did TCP/UDP port forwarding on my router, I turned off the firewall on that pc
cause it doesnt really have anything sensitive on it
The loopback IP is 127.0.0.1
It can be used to connect to a non-crossplay dedicated server on the same PC as the game client.
A LAN IPv4 address (aka internal address) will typically be 192…, 10…, or 172… and can be used to connect if you're on the same local network as a non-crossplay server.
The public IPv4 address is the one given to you by your ISP if they don't use CGNAT. It can be used by your fellow players to connect to the server over the Internet. It can also be used to connect to a Crossplay server. It's what you would see on whatismyip.com
If you see a join code, then it's a Crossplay server and this is yet another way to connect.
ok so I need the IPv4 address to connect and I would find that on whatismyip.com ok give me a moment to check that
so I have been using my IPv4 public address it shows as 97.81.218.99 which is what the server gave me as well
Alrighty. If that's not working, it could be an issue with the forwarding rules. I'm not at my desktop to help test, unfortunately. You added both ports?
Some routers or ISPs don't give you a local route to your own external address and if this is the case, other players would be able to connect that way, but you would have to use loopback or LAN IP address to connect.
I added it as 2456-2458
Good deal, and the rule points to the internal/LAN IP of the PC hosting the server?
if it helps im using a netgear rax48 nighthawk router.
it doesn't give me the option for rules, literally just TCP/UDP and the port numbers
What I'm calling rules, Netgear calls service entries. I'm talking about the "Internal IP address" field those entries have in the port forwarding table
If all of that looks good, time to look deep in your logs or try connecting via internal IP. You might also make sure that your router's admin dashboard lists that same external IP address as its WAN IP. This would help you exclude your ISP using CGNAT as a culprit.
gotcha, I'm gonna check that now and reboot router again with the new rules
https://geekstrom.de/valheim/check/ can usually tell you if your server is reachable from outside using the external IPv4 address
ok so i have it set to public and it says that the port is not reachable. idk how to change it in the router settings
I made progress, I got the ports forwarded correctly
still can't connect
If you still have the password on, make sure it's >5 chars and doesn't include your world or server name
can anyone help me? Ive been having issues with cross play causing crahing. I tried to remove crossplay all together but now nobody can joing the server (yes all steam version and all using ip and port to connect. yes ports are forwarded.)
i see this issue all over google but no real solution
removing -crossplay is not removing crossplay either.
It can take a few hours. Sometimes changing ports helps.
I THINK this got rid of crossplay. it doesn't show up in the console now but it still shows in server selection screen. It still won't let me join the server though
What does https://geekstrom.de/valheim/check/ return?
Is the server on your own machine, the one you're playing on?
I am very frustrated. in order to get crossplay to disable, i had to change the port. i port forwarded the new ports. it says the port is not reachable.
wait.
because i cant use that port. another game is. grr.
some really odd things are happening. it refuses to allow me to connect on the old port i was using despite that website saying the server is up. im just switching to a new port. bit of a hassle for my clients because they will have to update a mod cfg for auto connect ...but its ok. thanks for your help. i got it worked out. idk how. but its working.
My friend and I are trying to start our adventure for Valheim that crossplays pc/xbox. any recommendations for how we should host the server? Dedicated, LAN, we’re open to renting as well because from previous experiences we know it’s easy to manage. Help us out 🙏.
I started a dedicated server; valheim_server -nographics -batchmode -name "" -port 2456 -world "" -password "*****" -crossplay and I have a 2 questions for now, hope someone can help and explain: 1. I am hosting the server and playing with few of my friends, everything work well, except for one friend who keeps failing to join or losing connection few seconds after joining in, does anyone know the reason (he bought a steam account with Valheim on g2a). We are all playing on steam from different countries. 2. How do I make myself an admin, I copies my Steam ID in adminlist.txt but nothing seems to happen when I press F5, sorry if already answered before.
How is your friend joining? Join code? IP:port? Finds server in Steam list? If you don't need -crossplay to support Xbox or gamepass users, remove it and forward the server's ports in your home router using UDP protocol. Then, have him join using your WAN IP address and server port number.
To get the F5 console, you can add the -console option to your Steam game launch options.
Hi Jaga, thank you for reply. All my friend joined over a join code and I did myself. If I remove -crossplay and join over my steam server list everyone else fail to join (i did port forwarding as described on youtube anyway, but possibly I made a mistake somewhere). There is no join code then but I share my IP address. When they type IP in game add server, my serever pops out but all got the message ''fail to join''.
It may be that your server's PC is blocking traffic with it's Firewall or VPN, if you're using one.
Also, check the server PC's internal IP address and make sure that's where you're forwarding the port traffic in your router.
And also make sure you're using the UDP protocol to forward both ports. The server port and the server port +1.
thank you, will check and come back 🙂
If hosting amongst friends, pick the friend with a good CPU, 16GB+ of RAM and best upstream bandwidth from a DOCSIS over RF or Fiber-to-the-Premises/Fiber-to-the-Home connection to their ISP. And they should be using wired ethernet to interface their server with their router instead of Wi-fi.
Since you're using Crossplay, you can try to co-locate with the nearest Azure PlayFab Party Relay. If you are renting a server, a provider using Azure is more likely to be co-located in a Azure datacenter that also hosts a PlayFab Party/Crossplay edge. I think the Azure regions currently available to Valheim's Crossplay are:
AustraliaEast, AustraliaSoutheast, BrazilSouth, CentralUs, EastAsia, EastUs, EastUs2, JapanEast, JapanWest, NorthCentralUs, NorthEurope, SouthAfricaNorth, SouthCentralUs, SoutheastAsia, UaeNorth, WestEurope, WestUs
You can get an idea more precisely where the datacenters are here:
https://www.azurespeed.com/Information/AzureRegions
Hey so I've bought a dedicated sever on Nitrado for my friends and I to play on? how exactly to I find it in game?
Read the Nintendo instructions. They probably gave you an IP address or a name or something.
thanks it turns out it wasnt on public.
Yeah, I was gonna say that next...
now i need to figure out how to give admin and change settings
Greetings, I have a question, what are the optimal server characteristics for 6-10 people so that there are no lags?
Hey, how should i go about importing PlanBuild blueprints to a dedicated server? Is it done only through the ingame blueprint rune that shares them with the server or can i add them through the file directories?
Server characteristics are not the only thing causing lag. Comm traffic issues are probably just as likely to cause it. Figure that a decent CPU and 16GB RAM should be plenty for server h/w.
You can share a couple blueprint files to the server using PlanBuild's sharing menu then take a look later to see where on the server they ended up. It's probably in the planbuild blueprints folder in the server's PlanBuild config folder.
i do not seem to find them anywhere in the server directory, however, they are visible in-game now after used that sharing runestone. i guess they are not stored in separate files as with the client.
Odd. You'd think they'd have to be on the server's file system somewhere.
So, like if one user shared a blueprint to the server and then logged out, the share would just disappear? That seems like it would be a dumb way to build a mod that's supposed to be 'sharing' blueprints on the server.
If I get a chance later I'll try and test that, too. Thanks for getting back to us with your experience, though. 😄
If anyone has an idea of how to change the collection modifier on a nitrado server please help me out.
There's no 'collection' modifier. At least not in the English localization.
But, whatever one you mean, you can use the devcommands 'listkeys', 'setkey' or 'removekey' to deal with it.
ok i guess im referring to making a world and you can change the "collection" rate or wtv its labeled to 1.5. 2x etc. but is there a setkey equivalent to that?
I don't know how to do that for a new world using Nitrado, sorry.
But I guess you could create the world with your solo game using the world modifiers in the start up menus and then save and transfer the world to the Nitrado server. Assuming they let you do that.
dang... thats ok were already bits in now
I searched the .cfg file of planbuild and noticed "Allow serverside blueprints" was OFF... i guess that should be on in order for them to be stored on the server 😄 gonna try it
If you're talking about the rate at which resources are dropped by happenings like the death of an enemy, that's ResourceRate. If you have the Server_devcommands mod installed on the client side as an admin, I think you can setkey ResourceRate <float> from the console. The default is 100 (corrected from prieviously stated value of 1.0)
thats exactly what i was talking about, now i just need to figure said mod... sorry i am new to this and dont use pc much. thanks anyways.
If you'd prefer, it can also be done exactly as Jaga suggests without mods. Stopping the server, transferring the world metadata (.fwl) and data (.db) file over to your game client's worlds_local, starting the game in the world in single-player mode, making the devcommands-related changes, then re-uploading the revised world to your provider and resuming server operation.
Does anyone know what mod or what would cause the Eikthyr runestone from showing the location of Eikthyr spawn points?
I don't. I recommend asking in #mods-issues.
curious is there a way to dedicate more ram to the server? seems when there is 3 of us on it lags hard, (8 core 16 thread, 32 gigs of ram, nvme ssd, decent internet directly connected)
seems to sit around 900mb usage and sorta just caps there
yeah no its strange cause it seems to cap and not use more than that
but then it lags, doors wont open, we glitch around mobs teleport and then it randomly goes away and comes back haha so idk
Idon't think it's the server H/W that's causing the lag. It's almost certainly due to poor comm traffic back and forth to the server.
Sometimes that can be fixed with a mod. You can ask about that in #mods-issues, if you wanna go that route.
see I saw the like better network mod or whatever it was called but since we just hit the ashlands I figured finish this playthrough as new players then see about it cause I didnt wanna go messing with anything
like its "playable" 90% of the time but I think its just hitting a cap cause the server just sits at 900mb so if there is a way to increase it that would be dope got easily 28+ gigs that can be allocated if needed on the server pc but just odd that it caps out haha
and I mean all thats being ran right now is the valheim dedicated server downloaded from steam nothing else so cpu is sitting at like 1.4% usage
Ironically, the lag usually waits until you get to Ashlands to show up.
There's no way to make the server use more RAM, or anything else for that matter.
its 100% mostly noticed in the ashlands but has beeen happening at the main base too, I have tried to keep the instances under 10k and that slightly seemed to help but not alot
Watch your performance stats on the server when it does that and you likely see no resources are close to hitting their limits.
well and its not even like its bad specs either Ryzen 7 5800 X 8 core 16thread, 32gb 3200mhz pcie 4.0 Kingston 2tb nvme ssd with seperate boot drive. but from what ive chalked it up too is just the dedicated server haha. figured I would reach out and see cause im still looking into it but cant seem to find much. ill keep an eye on those though cause im at a loss on what it could be
Dude... It's weak comm traffic. Bad hops in the routes or small buffers. Promise.
would that better networking mod really affect anything world or progress wise? just don't wanna go messing with things since were so far haha
No, it won't affect the game or server just the way they communicate with each other. And remember only needs to be one player with a problem and the server distributes the problem to all players equally. So, there's that, too...
Oh, and if you're using -crossplay and don't need to support Xbox players, remove it and forward your server's ports in it's router. That alone eliminates a lot of crap comm traffic right there.
always good always good 😂 see a few are on xbox so the crossplay is sorta handy for that
well thank you for the information im gonna look more once im home again
Am i right on that the setting "SkillReductionRate" is the skill loss on death? So if i set it to 50 its will be 2.5 rather then the normal 5% loss?
I'm running a dedicated server hosted by Oracle Cloud. I don't need to do any port forwarding since i'm not hosting locally, correct?
That would depend on how your VM is set up there. I suspect you would have to do the port forwarding but I'm only guessing.
Although, not being able to connect to the server there might be a clue.
thanks. connecting isn't an issue, stability is.
Port forwarding is less of a stability issue than it is a 'can't connect to the server' kind of issue. What, exactly, is the stability issue?
It crashes randomly?
You can only log on for a couple minutes?
Are you seeing the comm link error symbol in the upper left corner before disconnecting?
in that case I don't think I need port forwarding as there's no issue connecting. Issue is valheim-server (linux based, BOX64, no mods, crossplay enabled, 2 users connecting from PC) when second player joins withing 30 s we get the flashing 'network connection unstable' icon in the upper right, and server restarts. There are a few things I'm trying, like disabling crossplay (which is a known complication).
Also, check any logs that might be available to see if it might be just crashing 'cause it's out of RAM or whatever. Oracle cloud VM's for Valheim game servers don't have a great reputation.
Also, when you use -crossplay, you don't need port forwarding at all. Removing it means that you do need it.
Found out how to allocate more ram to the server lady night and now it's sitting at 2.099.2Mb and seems to be better so that's good but still taking into consideration what you said
2MB? I wouldn't recommend less than 4GB at a bare minimum.
Gb my bad haha
I allocated 26 gigs of ram lol
So now rather than it capped at 900mb it's sitting as 2,099.2Mb out of 26 haha
2tb out of 26gb, think you got a GB where it should be a MB 🤣
Lmao see I had mb there before but I got told 😂
Anyway haha now it's not capped at 900Mb which is nice it's sitting at 2.1gb/26
Maybe the . as a , threw them off not sure what country they from 🤣
Oracle Cloud's managed NATs do not support port-fowarding, so to use Oracle Cloud to host a public server with direct connectivity, you'll need a subnet with public IP addresses, a route to an Internet gateway, and security rules that allow UDP traffic to the game's ports.
https://docs.oracle.com/en-us/iaas/Content/Network/Concepts/overview.htm#Private
With those in place, you should be able to safely disable Crossplay if all of your players use the Steam variant of the game.
This topic gives you links to Oracle Cloud Infrastructure Networking components and typical scenarios for using a VCN.
@echo jacinth I misspoke the other day. If you use the setkey console command, the rates should be expressed as a factor of 100. 100 is the default for ResourceRate expressed in that way (not 1.0 like I said earlier). 200 would be double.
kongkim's query earlier made me double-check the internal workings. Sorry about that!
no problem thanks!
ive downloaded valheim on a home server using steamcmd and i want to put mods into the server, i have the mods but i dont know where they would go nor if they need to be zipped or not
The mods should not be zipped.
The BepInEx folder and it's files and subfolders go into the server's folder where the server's executable is. Just the same as it does for your game.
Then the mods go in the BepInEx plugins folder there, again just the same as with your game.
If you're still confused, follow the instructions in the .pdf guide that comes with the server. Also, there are many Youtube video tutorials about installing mods for valheim servers.
Does Valheim support ipv6? I want to host an ipv6-only dedicated server, but now I can't connect via [ipv6 address]:2456. Similarly, when I enter the domain name resolved by AAAA, it will prompt that the DNS lookup failed
Valheim doesn't support IPv6. And you'll probably wanna switch that AAAA record for an A record.
thank you
Hello.
I have a dedicated vanilla server hosted on a docker server at home.
If I want to move that world and all progress (yea totally everything) to my gaming machine instead, just to have a single player world with the same stuff on it, is it just the .db and .fwl files that is needed then?
Or is it other stuff that needs to be copied as well?
Thanks!
Just the .db and .fwl files should be enough to move everything to your solo game.
Awesome! Thanks!
any tips on a server name not updating from within Valheim when you connect to server? I can only see the IP of my server. I know my edits to the start file are working because I can change the password, but it just seems to ignore the "-name “My server”" field.
other than that everything's working
Have you included "-public 0" in your start file? If so, change it to "-public 1" (the default) to add it to the listing. It may take a few minutes to appear depending on how busy Steam is.
no it's private. i had a previous server that correctly listed the name and always had it private. I will make this server public and see it i works. OK, I see it listed on Steam servers. so it's def reading the name.
still not changing in game. oh well not a big deal.
looks like it's saved on a steam cloud file as 'serverlist_recent.' And it just won't update. Hmm.
I deleted the local copy of the file. this did remove the entry. but when I added my IP back, it sill doesn't display server name.
Been a while since I've checked, but I don't think a private server conveys the server name to clients unless you're using Crossplay. Once you're in game, the world name is what you'll see. If you had previously used Crossplay and are continuing to connect via external IP, I suppose a client could have the old name cached.
you are correct, the previous server I mentioned that displayed the server name was crossplay enabled. I think I'll just stop worrying about it. flavor text be damned. haha.
wait! it updated! I searched for it in game under 'community.' Once it found my server, it updated to use the name instead of IP. ty for the tips guys
On the dedicated server, IIUC ports 2456-2458 are used with UDP connections and 2456 also accepts TCP connections for some functionalities. Is the population of the server stats like number of active players and stuff in the in-game menu done via the tcp connection? or is that thru crossplay?
And if it is thru the tcp connection, is it possible to put the tcp traffic on a different port?
I can't do tcp and udp on the same port unfortunately. And I can only see the server stats via a local connection, not when I connect from outside.
I believe Valheim server and clients use both ports on UDP protocol only. Where did you find info to the contrary?
IONOS has documentation saying you need TCP and UDP for 2456. My server runs great with only UDP allowed. The only thing is in the join menu the server doesn't show any stats. I actually need to confirm that its like that for everyone though. It could be that my router is blocking some of the loopback traffic when I connect to the server which is also on my LAN via a FQDN that nslookups to my public IP
Wait I think Justin Arthur answered my question above. Looks like crossplay is what communicates the server name. Thats weird though that it shows up on my local network connection though
Could be cached name
¯_(ツ)_/¯
I don't understand most of what you wrote. But I'm pretty sure Steam puts in those stats using the +1 port with UDP protocol. It just takes it a while to get it to show up.
Another thing is that if your game and the server are on the same LAN, you should be connecting with the server's internal IP address and port to avoid any loopback issues with your router.
And I've never heard of a home router that didn't let you use both TCP and UDP protocols together for port forwarding. So that's something new to me.
Yeah my setup is kinda weird. I have two public IPs on the router. (actually I have 126...)
One is for my home wifi which has my client computer. Another one is for ingress for my kubernetes test lab. And I've got a separate router that handles the public IP for the test lab and the public IP gets forwarded from my main router, which is my home router. So functionally I have 2 separate public IPs and LAN networks. But going from my home network to the lab looks like a loopback connection to my home router.
But the reason I can't do both TCP and UDP on the same port is actually just a kubernetes thing. I have to do a connection of type NodePort since the rest of the connections for kubernetes assume TCP connections and require TCP headers for routing. And I can't have two services pointing at the same port with different protocols on a pod or container.
The Valve A2S port doesn't convey metadata unless the server is public, unfortunately.
OK. The server is public in that it is publicly reachable. It just isn't using crossplay. Does the valve A2S port rely on crossply being turned on? What does the connection need/use?
Basically the metadata is conveyed to clients in two scenarios:
- Through Azure PlayFab Party if you use
-crossplay. - Through the Valve queries/A2S port (e.g. 2457) if you use
-public 1
Otherwise clients will just see the question mark and details will be a mystery until the server is joined. If you have both scenarios going, then I think the Azure PlayFab Party metadata process wins, technically.
Hmm OK thanks for explaining. I have -public 1 passed into the server start I believe. Let me double check.
One last thought before I go to my corner and have a little cry.
When you eventually get to the Ashlands and decide to come in here and complain about the lag please mention right away that you have an incredibly complex internet configuration and the server is buried under a pile of complication.
Just so that whoever tries to help you out can take a couple Tylenol first.
Haha I haven't had any lag issues.
The server has ran great. This is just a nice-to-have change
If i have the same server saved under multiple IPs, would it only populate the metadata on one of them?
i.e. FQDN address, local doman name, local IP
And I checked and I do indeed have public turned on
You should get metadata for each separately if your players are entering the port with the address
If you're using NodePorts for these, you'd want to assign one right above the game port's NodePort for the Valve query port. As you've guessed, UDP-only is fine, though you can combine TCP and UDP on a NodePort if you are explicitly setting the port in the Service spec. Note the query protocol results include the game port known to the server, so if you're using a NodePort other than the one the game thinks it's using, that might cause some weirdness (I don't know).
Ooo interesting. Here's the service I have setup:
kind: Service
metadata:
name: valheim-server
namespace: valheim
spec:
type: NodePort
selector:
app: valheim-server
ports:
- name: game-port
protocol: UDP
port: 2456
targetPort: 2456
nodePort: 32456
- name: query-port
protocol: UDP
port: 2457
targetPort: 2457
nodePort: 32457
- name: mod-port
protocol: UDP
port: 2458
targetPort: 2458
nodePort: 32458```
And my router forwards 2456-2458 to 32456-32458
would I just remove the protocol specifications?
Yeah, I really don't know what it looks like when you expose a different port than the query-port's metadata will show. Shouldn't hurt to try though.
You would keep the protocol specs and add redundant ports entries that expose the same port and point to the same targetPort, but the new ones will have protocol: TCP. I only mention it because it's possible. TCP isn't needed for Valheim or the Valve query port.
Also, these are all the same server. The middle one is using the public IP address. the bottom is local address (over vpn) and the top one is FQDN instead of public IP
Crossplay is disabled?
Yes
Gotcha. When I tried that the UDP one overrode the TCP one so when I described the service the TCP declaration just didn't actually get applied
oh wait
Wouldn't it be valheim.lab.cachai.io:32456 or is this a VPN into your ClusterIPs?
The router listens on 2456, translates to 32456 on a VIP that floats between nodes, then the service translates 32456 back to 2456
Does the a2s port associate the metadata stats with the public IP address?
Maybe the valheim client just isn't resolving valheim.lab.cachai.io to the IP to grab the server data
Internet router or an internal one? Your Internet router shouldn't port-forward when hit across LAN or VPN.
Internet router. I'm not connecting thru a VPN with the top or middle connection
So basically the game server is on a different network behind a different router
You should be able to load them into your own client as well to double check. The public IP is 99.26.236.20
And for copypasta sake, the FQDN is valheim.lab.cachai.io
Hm, yeah, I don't have a good explanation for you. Your query port is working:
gamedig --type protocol-valve valheim.lab.cachai.io:2457
{"name":"Cachai","map":"Cachai","password":true,"raw":{"protocol":17,"folder":"valheim","game":"","appId":892970,"numbots":0,"listentype":"d","environment":"l","secure":0,"version":"1.0.0.0","steamid":"90256626445476889","tags":["g=0.219.16","n=32","m="],"players":[]},"maxplayers":64,"numplayers":0,"players":[],"bots":[],"queryPort":2457,"connect":"valheim.lab.cachai.io:2456","ping":95}
Thanks for verifying! Is gamedig a steam tool? I'm new to game server hosting and debugging tools 🙂
But I also didn't get metadata for it in the Valheim menu similar as you. gamedig is just a Node.js library for speaking a few game metadata query protocols. I use it because it comes with a convenient cli tool. A user here made a nice little site that can do it:
https://geekstrom.de/valheim/check/
I wonder if it's just a valheim thing. Maybe the valheim client has a bug with fetching A2S queries with a URL.
Not sure. I'm pretty sure domain name has worked in the past, and I've had one set up similar to yours with a CNAME->A path. You might try connecting through the domain name once and see if it populates next time around.
Good to know. Nah it isn't populating. I tried connecting just via the A record as well. I realize now that since I am not actually running thru an ingress, the subdomain is kind of pointless. But yeah, lab is the subdomain that is registered to the IP and still no dice. So it isn't the wildcard subdomain causing issues.
Should I raise it as a bug to the devs? Not sure what the process is to do that in a respectful way 🙂
I'm not seeing the server in the community list at the moment. You still have -public 1 on?
Yes. It shows up as Cachai
As for reporting it, I think the querying is done by Valve or at least their libraries, so may not be much can be done by the devs. You may want to double check the server log for any errors around lobby creation, matchmaking, or Steam. Could just be Steam's network having issues tonight in the end and nothing wrong with your setup
Its just odd bc the same server is showing the metadata when it is added by public IP but not when added by FQDN. So it seems like maybe the implementation on the valheim client side either only does DNS resolution when connecting to the game server as a game client but not for the query, or possibly does connect for the query, but only saves the values tied to a public IP address so it doesn't populate in the UI
I didn't get your metadata with public IP either by the time I tried it. Could have been a residual entry if you had crossplay enabled recently or just Steam being Steamy.
Ah. I do get it with the public IP. And it shows up in the Community server tab as well.
I think you're right, @tired dagger. I did some poking in the matchmaking logic, and I think it searches the known list for matches in host, which will be the public IP in the case of a public Steam-facilitated lobby. Sorry :/
Known K8s bug. You'd have to start with both protocol entries: https://github.com/kubernetes/kubernetes/issues/105610
Ooh I didn't stumble across this specific issue entry. Thanks!
Looks like if I can get down with applying the service directly instead of using just kubectl apply with the file, I could get it to work.
I don't think that's the issue here, but thats a great thing to know in my back pocket!
I went ahead and reported the bug on their website
Hey fellow Valheimers !
I'm trying to set back my old server since bog witch appeared, and it seems that I'm running things correctly now, but something still bugs me a little.
It is running on the same computer I play with (Win10) and the *.bat file is configured with no crossplay, so I'm connecting myself with my local ip adress, but my friend couldn't with my public adress.
I then openned the ports (2456 & 2457) on the firewall of ipv4 & ipv6, but figured that I got to reroute the ports to my device instead (all TCP & UDP).
Anyway, geekstrom.de and steam servers see my server now, I still can join it with my local ip adress, and I supposed I could even join it with the public one but it is not working ("failed to connect").
Is it normal or should I be able to join it ?
I couldn't have my friend trying since I added the good router parameters, so that's why I'm trying on my own now.
I'm pretty sure it should works fine for him now, and I don't remember having done more previously (I had another isp/router), but maybe I'm missing something here ?
If someone would like to light my candle I would much appreciate it 🙂
(btw, openning ports on both ipv4 & 6 firewalls is pointless right ?)
Valheim only uses ipv4 and UDP so that should help things. And if Geekstrom can see your server and you can connect via IP I'm not sure what more you need.
Also, you may not be able to connect from the LAN that your server is on. Some home routers don't support 'loopback' connections. So, from the same LAN, you'd need to use the servers internal IP address and port. In your case it would be the 127.0.0.1 'local host' address because you and the server share the same internal IP address.
I was just wondering if I could join my server using the same IP my friend would use (so the external one).
So I could get rid of the rules about TCP and ipv6 right ?
Thank you !
Jaga's response really does answer this question. You probably can't use the external IP address if you're hosting on the same machine as you're playing.
Well I'm not entirely sure to understand what you're saying because I'm already using my local ip adress to join my server. Without the crossplay argument, it is the only way I could join it.
I'm in France, my local adress starts with 192.168. ... and is the one that I'm using.
Right now I'm just trying to acces my server with the external ip adress, just to check if it works, but it doesn't. And if I understood, you're saying that it's normal because of the "loopback" support missing, right (or am I wrong ? )
Okay I read a little bit too fast, I got it ! Thank you guys !
All I need is my friend to try and connect and see if it works.
Sköl.
There were some fixes for IPv6 recently. I haven't had a chance to try it out myself. Maybe this weekend.
Fixes that relate to Valheim dedicated servers?
I'm trying to run a dedicated server on a Ubuntu machine hosted on proxmox and I can't connect. I tried to run Minecraft on the same machine and it worked without a problem. I'm only trying to connect from the same network. Any idea what might cause it?
If you're trying to connect over LAN, make sure to disable Crossplay.
-crossplay 0
Right? Tried it, no difference.
Remove the -crossplay argument altogether
Tried that as well. =/
Alright, what did you mean by ghosted nu? Not familiar. And from the Valheim game client, what are you supplying as the server address? Internal IP of the guest host?
Oh sorry, typo. Corrected it now. Hosted on
I'm using ip:port to connect
I only get "Failed to connect" in the game and I see in the server log that there's no attempt to connect to the server.
Is the proxmox VM on the same LAN as the server? If so make sure you're using the correct internal IP for the server.
Yes, it's on the same LAN. Connected to the minecraft server hosted on the same server using same IP without problem.
Well, assuming you're also using the correct port you should be able to connect. The only reason you'll get the Failed to Connect msg. before the server password prompt is when your IPv4 UDP comm traffic to and from the server isn't getting through.
Alright, I install ufw and witelist udp traffic. Thanks!
Not that I have blocked anything but maybe it is out of the box for some reason
Oh my, udp was blocked. ufw allow 2456:2458/udp solved it. Should've tried it of course but thanks!
Glad we got it sorted. And thanks for your patience. 🙂
Nice sleuthing, Jaga
LOL He did all the work. I was just along for the ride. 😄
Hello, anyone here able to assist me with a weird server issue? I've found I can connect to my own server, via direct IP input while at home. I've recently moved my PC temporarily to a different place Thus different network, and can't connect to my server, which is still at home, and everyone else can still connect
are we aware of any settings that need to be tweaked to allow for connecting to servers?
I noticed that IPv6 isnt working anymore and that its on the works. I'd appreciate if I could get an estimative of when the patch that will bring ipv6 functionality back will come. I love the game and I host a dedicated server for me and my friends and having to use tailscale is kind of a barrier of entry. My new ISP uses CGNAT.
@west matrix it's probably a firewall from the current client you are trying to connect from, the tcp/udp forwarding. You need to allow the ports from 2456 to 2458 through both on windows and the current place you are trying to play from. If tweaking the modem to allow uPNP is not a possibility, installing a service such as tailscale is a possible solution.
AH, that's possible. most of my reasearch just focused on the server, not my client. I'll try that
The port fowarding for the connecting client did not resolve it sadly. The place I'm at does have a smaller ISP company, which provides Fiber service to the location I'm at, so it's possible the uPNP could be a thing?
Also @west matrix did you set your current client pc to allow for network discovery?
I did not, at least i don't believe so.
Do you mean the "Do you want your PC to be discoverable on this network" when attempting to connect to a new network?
Yeah
This will sound weird, lol.
I'm using a Glinet router, to connect to the new home's network. I LAN into the router, so i don't directly get that message. so if I need to manually change that, i've simply never had to manually change that setting.
You just go into the windows ethernet configuration and set it from public to private
just changed it
YEah it should be on private mode
Are you maybe forgetting to use the correct ipv4 address and the port?
It should be something like this:
IPV4:2456
100.000.000.000:2456 (example)
I'm using the same address that I know people are using to play on it, at this very moment
If you are trying ipv6 it's not gonna work, it's currently bugged
it's IPV4
I had it on private initially, no dice sadly
Humm, then it's probably the problem with the modem having upnp disabled
got it, i'm not familiar with the equipment here, i'll have to see if I can access it
do you have remote access to your server? If so, you could install a service such as tailscale
Yeah, it's something like hamachi, but imo way better
yeah, I could do that. id' rather not expect everyone to use it, especially if it's just an issue i'm encountering at this place.
makes me think the ISP here is the problem,
or Modem, but I'll need to check
If you set tailscale up you can connect via it but other players dont necessarily need to use it if your ipv4 is reachable
thanks for the ideas, i'll go check the Modem
ah, ok, so tailscale just becomes another route of connection, not the ONLY
Yeah, it's what I am using rn while ipv6 is bugged
perhaps i will try it, do you have an article to show how to set it up?
It's quite easy to do so, just watch something from linus tech tips or their own articles on their official website.
You can do so in just a few minutes, dont worry about it
@west matrix careful not to get yourself in trouble for messing with the ISP's ONT, if it's not your house or if it's rented you could get in trouble. Get permission first if that's the case.
That's why I heavily suggested tailscale if that's not an option
It's a family member's home, I don't plan to tinker much. I assume uPNP is a toggle
Yeah, should be
if I don't find anything, then tailscale may be my solution
especially since this ISP does fiber, and they're smaller than the bigger companies
If you wouldnt mind, telling me just the manufacturer for the ONT would be enough for me to roughly tell you where to look for the toggle
not sure, first i've had to interact with it in a non-commercial situation
need to check, brb
Huh weird, I think I might have been mistaken. Seems like UPnP shouldnt matter on the client side
That's weird
No dice, it's already enabled.
My last guess is that screen that pops up when you start valheim for the first time in a new network, you probably set valheim to act as if the internet is a public connection.
You need to check your windows firewall to allow valheim to private mode.
Also, check windows settings to see if your private mode is allowing discovery.
There are guides online on how to check so specifically for valheim, but I fear linking you those might be perceived badly, so just look it up, should be easy.
there's a pop up? I don't think i've seen what you mean.
Yeah there is a pop up. Just change your client's firewall setting to allow valheim to use the connection as private.
When starting it up? Mine just launches into the game.
or do you mean when joining the new network
i don't get that prompt, due to using a travel router
it could be due to my travel router....one moment
That pop up only pops up under the condition that you started your game on a new network for the first time.
Wait so you are using 2 routers? You have a double Nat problem. That's the issue. Just directly lan into the relative's ONT
ah ok. that's what I THOUGHT the issue was
I use a GLi router, which is awesome for travel, the issue is due to this home's layout I don't think I can do that lol. its the reason i brought the travel router. it acts as a wifi device for my PC effectively.
You probably set the router up incorrectly. You need to make it act as a wifi repeater, not a router. That way it doesn't cause double Nat.
So it's only extending the wifi network
it is a repeater i believe
wait wait one moment
you are correct, it's a router right now, i can set it as a repeater, although i've never done that before.
Yeah that's where your problem lies. Damn I should have noticed before. I thought your wifi router was just connected directly via lan to the ONT.
lol, it's all good, its the fun of tech! you're awesome btw, thanks for assisting thus far
time to learn to extend with this thing, heaven't tried it yet
No problem, I like helping people through networking problems. I replaced my home's ISP ONT with my own. Took me 2 to 3 months to make it work but now it does and I couldn't be happier about it.
I'm learning to do all facets of network, and this is the black magic part I'm slowly picking up on.
Just spent $300 on some Ethernet tools too lol
Get back to me if it works. I really do think that double Nat is what was causing your connectivity issues with valheim. That would apply to any other dedicated server tbh. Unless it uses ipv6, which bypasses NAT.
i switched the mode, discord just had wigging out making me think it's me
lol, but i switched and will be etesting now
i just tried, no dice... 😦
Damn, I really thought it would work this time. Could you try direct lan to the ont just to be sure?
let me paint a picture real quick
When i attempt connecting, it says connecting, it asks for password, i input password, reach the game, but the map doesn't load in correctly, but the map is accurate, and this appears in the corner.
Oh that's probably your wifi repeater signal being not that great where you are.
The double nat problem really was the cause
this exact issue, was the issue from the begining, nothing has changed
regardless of our endeavors
Try moving closer to the ONT
you think it's a wifi issue then?
hmm, i'd be surprised, this thing is pretty solid, but i don't doubt it
Please try connecting directly via the lan port
alright, i guess i'll concede, and move my entire setup 😦
i was hoping I wouldn't lol
I'd recommend some nperf tests to check whether your connection is good where you are located, also check to make sure the wifi repeater is indeed applied with the repeater settings and it has no DHCP delegation first before you try these things.
Like, restart the repeater, unplug and plug it back from the pc.
nperf tests, you mean like a speed test? or something else
Yeah
was pulling 300/180
Damn, that's a good connection. Weird that you are having connectivity issues, Did you make sure the DHCP server is off on the repeater? You can do so by checking on your windows ethernet panel
currently trying to access the travel router, now that it's a repeater, the IP changed,
The only way to access the repeater now is to either factory reset it or to have access to the modem and check it's ARP table.
Because it has no gateway anymore
Which is good because it avoids double nat
fun, wish I knew that ahead of time. what's an ARP table?
googled it, i get it vaguely. so...factory reset it is
The ARP table is the LAN IPs in your current network. One way to sort of brute force it is to look at your current pc ip and try the very next ips
i can see it's IP via the local network now, but that doesn't work.
You are looking at the modem's IP address if you are seeing one in windows.
Setting the repeater to repeater mode makes it not have a DHCP server anymore, because it's really only acting as an access point at that point, not a router. Which is good, because you avoid a double nat
Some repeaters offer a secondary IP address just to be able to manage it, but not all of them do so.
ok, i get it, so facotry reset is my only real option lol.
I believe so.
I'll do this next
no dice for that, so i guess i'm moving my equipment to test direct ethernet instead
moved, directly plugged into local NAT and testing, removed the repeater from the equation
no dice
this is frustrating
IP hasn't changed on the network either, even after removing the repeater from the equation
@white eagle
TY
Np
We're pinging mods now rather than reporting properly?
Im sorry Im new here.
@autumn flint so, i found the ONT, i thought it was paired with the router, apparently what I was accessing was the router intially
Lets hope you dont have triple nat lol
i assume it's an ONT, it could just be a media converter for all i know
Now that I'm closer to the original equipment...i could reset my travel router to factory, and see if that can replace the current NAT
no dice, really feel like it's an ISP issue.
Welp I recommend tailscale
yeah, I think I will. i guess I'll just look that up at this point
thanks for your help, thus far,
No problem, your relative's network looks like a complete mess tbh
it's literally equipment that the ISP gave them, 100%,
wha'ts irrtating is they pay what I pay, but through my ISP i get a third of their performance
hello
quick question regarding "genloc" has it worked if i run it again and it keeps saying "old location found"?
If not, what am i doing wrong
Is that a mod command? Maybe they'd know in the #mods-discussion or #mods-issues channel.
Nah genloc is part of the game. Old location found is fine, it means it's updating old locations with new ones.
so I ran my server today and it decided to just delete my old world and regenerate it, so explain to me how the fuck its acceptable for a game to just delete 60+ hrs of progress?
how does this shit happen?
and yes i checked the .old files, those were gone too
i mean to be fair the power cut the other day but like why the fuck would it just remake the world? why not throw an error that its corrupt?
instead it just deletes all my progress and says fuck you
Don't blame the game. The fault is with what ever circumstances of yours that caused the world files to get deleted or become corrupt.
Then, when the server can't find or use the world files you tell it to in the start up file, it assumes you mean to create a new world. A logical process for the server.
By default, you should have about 5 sets of backup files to try and restore from. Unless your server's PC operating system deleted them for some reason. A simple power failure wouldn't normally do that by itself.
there was still a world in that directory, the game only has 1 auto backup and no function to increase that that i'm aware of, and again, it should never overwrite a file automatically, it should ask or just throw an error and make you manually remove the file
there is 0 reason to overwrite a file, even if it is corrupt
only 1 backup
thats all there is
just World and World.old
This is in your worlds_local dir? Do you still have the server log? What file system was this hosted on, XFS?
Is your operating system hiding file extentions from you? It's an option in your File Explorer. You need to keep the .db and .fwl files in pairs. Don't mix them up.
ik
theres both, and a .old for both, and thats it
there is a backup_auto of just the .fwl
remind me how to check the drive format?
this is all the files that are there
The Type column in the output of df -T should tell you if you locate the row for the file system that hosts your home dirs.
Another thing to check, what user did you previously run the server as? If a different user, or if run as root, it will be in a different home dir's .config subdir.
Alrighty. Has historically been better with power outages than XFS, though I know of less recovery things to try with ext4.
Had you previously run the server as archer? Or did you use an init script/systemd unit?
as archer
i just opened a screen, and ./valheim.sh which is my start script
which is this
Alrighty, and there's no custom -saveDir in the part that's cut off to the right? I notice it says WahLand instead of WahLand2. for the world name. Had you renamed those files just now to keep them contained?
thats the entire script
yeah mb it was WahLand2, i canged it to check something but it was 2
at the time of it breking*
i might have been running it as root idk tbh
theres no /.config so idk where the save would be if so
/root/.config instead of /.config
Back those contents up before starting this time, just in case 😄
hold on gotta reinstall the game lmao
rage deleted it
sorry for my temper earlier btw
Losing the results of time and effort can be heartbreaking and stressful, we get it.
Any of us could have made that mistake, all good.
Hi friends. I’m hoping I can get some modding help. I’m very new to this so some “obvious” steps may be not taken by me just not knowing. I’m hoping someone can join discord vc with me later to answer some more specific questions
I recommend #mods-discussion and #mods-issues. We're better suited to helping get the server itself running and connectible.
Thinking about creating a dedicated server on my laptop, would running it for say 16 hours a day stress it out? I have no idea about the requirements to run a server
A modern laptop is capable of running the server well in terms of compute performance. For network performance, ideally the laptop has an ethernet port or at least a Thunderbolt-attached ethernet adapter.
My main concern would be sustained thermal load on the battery. The server can use a good 20% of a core when idle all of the time. The Unity game engine is just not very efficient at doing nothing. Even if it weren't for that, leaving a laptop completely on without hibernate or suspend can be taxing. Many laptops aren't great at bypassing battery when on AC mode and can wear it down even when you don't think it is. Make sure the laptop is well-ventilated and that fan ducts have had dust blown out if applicable.
Hey everyone, this might be a dumb question (which hopefully means an easy fix). is it possible to transfer world's/servers to another friend?
My buddy and I have this world we have been working on for a long time but he is not online as much as I am in current days and I want to continue working on our projects. He created the world we're on but is there a way of him transferring it over to me?
Also, sorry if this is the wrong place to ask this
Usually yes, this can be done. Has this been hosted on a dedicated server or just by using the in-game server hosting?
I belive through in-game. Just regular start up methods (ie: join the game, create world, invite friends)
Alright, it's worth asking if you aren't sure. Assuming it's the in-game server and not Valheim Dedicated Server, is he using the Steam version of the game or one from another store? And is he on Linux, macOS, or Windows?
I appreciate any help as I am clueless in this stuff. And steam version, Windows
I am also on windows through steam
OK, when he does Start Game / Select World, he'd want to look for the row for this world and check the icon on the right. If it's a cloud, then the world is synced with Steam Cloud, if it's a floppy disk, then it only exists locally.
If it's synced with Steam Cloud, he'd want to shut down the game if it's running and check the following directories:
%USERPROFILE%\AppData\LocalLow\IronGate\Valheim\worlds%SystemDrive%\Program Files (x86)\Steam\userdata\<steam user ID>\892970\remote\worlds
In both of those, he'll be looking for the world metadata file (<world name>.fwl) and the world data file (<world name>.db). Note that Windows File Explorer will often hide extensions by default so it's recommended to opt to show file extensions beforehand. Whichever of the two has the most recent copy of those files by modified date is probably the one you want. The data file (<world name>.db) should be large (several megabytes) as it contains your buildings, terrain modifications, chest inventories, etc.
Once you've picked the most up-to-date worlds directory, I recommend him making a copy of the directory and then zipping up that copy to send to you. If that's too large, he can consider sending just the main .fwl and .db for the world as a minimum.
good mead is worth the wait
This is awesome! I'll send him these notes! Since this is a copy of those files, there's no risk of losing the world, right?
If he only operates on that copy, should be good to go. He should not modify/delete the files in either of those locations as they are intended to be managed by either Valheim or Steam libraries. If he'd prefer to delete them later, he should convert them to local management through the in-game UI.
If it's locally-managed, then a zipped copy of %USERPROFILE%\AppData\LocalLow\IronGate\Valheim\worlds_local would do the trick for this migration
Either way, once you have them, you'll want to move the world files to your own %USERPROFILE%\AppData\LocalLow\IronGate\Valheim\worlds_local directory. You can optionally switch them to cloud syncing through the in-game menu if you want afterwards.
Alrighty, this is all awesome. I really appreciate the information. If I could, I'd buy you some bagels in thanks.
That same directory would be used if you decided to launch a dedicated server without specifying a custom -saveDir.
Sure, no problem. Good luck!
How many players can I hold with these specs btw
Intel Core i7-13700K
32GB DDR5 RAM
I have 128GB but allocate 32GB from my dedi to the Valheim server
That ought to be fine for 10 players assuming the CPU is not up to much else and you have reliable wired networking and good upstream bandwidth/low latency. 10 is the max supported by the server.
Ah
Just a update, i have now run genloc - command 3 times, and it still gives me the same amount of old locations, it does not feel like it updates anything :S
I suspect that, if the locations haven't changed, there's no need to update them so it skips those locations.
Should they then not be called "old location", or am i getting hung up on that word for nothing?
Why are you running Genloc in the first place? Are you having location problems of some sort?
world was created pre swamp witch so i was under the impresseion i needed to run that to make sure she shows up
I don't think that's the way Genloc works. I think the BogWitch location isn't in the world until it's discovered and, if that's the case, Genloc won't be able to update something that doean't exist yet.
I could be wrong about that. I'l check a few things and let you know. Or maybe someone else with better info will chime in here.
oh i see!
Well then i can start the world up and let the gang in like a horde of pink headed gnomes ^^
Probably. Don't you want to know what, if anything, I find out about it?
Well, I'm going to go check anyway. You've got me wondering about it now...
Sorry what i meant was that if that turns out to be the case i could do the above
its 0240 here in sweden so im a bit tierd ^^
You've lost me there... Everything is 'above'. 🤷♀️
What i mean is that if thats the case and it works the way you think i can then let the horde of my friends online to our server
Well, as long as you don't have work or school tomorrow, you'll get through it.
And you want my advice on that? No, sorry. You need to make that decision. But, if it were me, I'd let them in.
No im not looking for your advice if or if not to start the server.
What im saying is that i will wait for what you find out, and if its like you think that the witch is not present until you discover the location it spawn, and you confirm that, then i start the server up and let ppl in.
Ok. You wait here and I'll be back as soon as I can.
super awesome!
And thank you very much 🙂
I believe that, for a world created before the BogWitch update, the new version of the server adds the "BogWitch_camp" potential locations automatically when loading the world for the first time.
If I want my friends to join do I port forward the IP in the console or my pc IP and will that IP change when my pc IP changes
Looks like you using crossplay, you don't need to forward any ports
Do I want crossplay? This is PC - PC
I setup the server and it has a password how do I know what it is?
How do you know what your own password is?
I didn't set a password but it has one
You have to.
I'ma try just deleting the world
I've no idea why that would make a difference. Just use the password you specified when setting up the server.
Also how do I set a name for the server
Literally the same place as the other settings
It's a dedicated server
What do you have in C:\Program Files (x86)\Steam\steamapps\common\Valheim dedicated server?
Edit the start_headless_server file. All your settings are in there.
I'd also recommend reading the manual.
Normally I'd host the normal way but the dedicated servers are more convenient sometimes
I did this and now it crashes after some lines of code
Sorry, what did you do?
I edited the name and password
Your password is too short...
There's a minimum number
As it tells you two lines above.
Nice!
Question for the group running a dedicated server on Dathost. Have a couple areas in the world that are getting crazy 100k+ instant counts and rising resulting in very low FPS. One area is our spawn point. No terrain manipulation, a couple of torches and portal are only player constructed items in vacinity. Any ideas as to how to address?
Is this a brand new world or how much have you already explored it and build up player bases, etc.?
Have you always had this problem or is it new to the world?
Has there ever been any player activity in the past like terrain manipulation or building near the problem area?
World is about a 3 weeks old and problem started creeping up about a week ago
No real building other than the portal and torches in the area and a couple of signs
One of the other locations is a player base that was about 8k instances for two weeks now can grow as high at 80-150k with no new construction
You can copy the world down to your PC and play solo on it there. Then, depending on whether you still have the problem or not, you can experiment with removing the few things are are in the problem areas and see what the effect of that is.
If the problem doesn't exist at all in solo play, then it's likely with the Dathost server configuration.
Also, you haven't mentioned any mods on the server or player's games. Should we assume there are no mods?
Thank you for the assistance. How would I go about saving world to test solo?
Oh lots of Mods
That depends on whether Dathost has options for downloading the world or not. If not, go to the server's worlds_local folder in the Dathost files and find the worlds .db and .fwl files and download those to your PC. It's important that you keep that file pair together.
I'd recommend continuing the discussion in the #mods-discussion or #mods-issues channel. They may have insights into the cause of the problem.
running a dedicated server and have not had this issue in the past. Everyone who is seated on the boat will constantly shake. Any hunches as to why?
There cold 🤣, not sure why that happens
yeah its kinda of annoying when you're sailing and 5 vikings are vibrating back and forth haha
hey guys, does any1 have a Gportal server? im having trouble putting up mods i think
shouldnt it be something like this?
have another question here as well.
what is the proper way to remove -crossplay from the dedicated server file, ive removed it and now cant see the server
Which dedicated server file and where are you trying to see the server, but aren't?
using the .bat and the server says connected but I cant connect to it when I choose to add server, or search for the ip
usually when I boot the server and the server window will give me the ip address for friends to connect , but when I remove the -crossplay line it just says server connected and doesnt give me the ip as well
When you remove -crossplay, connectivity to your server is direct. So that means you could connect via loopback IP if hosting on the same machine as your client, via LAN IP if hosting on the same network, or via Internet (external/public) IP address if you're forwarding the UDP ports from NAT router. The server won't know which one you intend to use and how you've set up your network.
With Crossplay enabled, it knows you'd be manually connecting via the Join Code or the external IP address, and it knows both, so it gives you both.
If you are searching for your lobby in the Community tab and not seeing, note you'd additionally need -public and also note that the list takes a while to populate from Steam's servers. You'd also need to be connecting from a Steam variant of the game (instead of Xbox, Microsoft Store, Apple App Store, etc)
thank you
okay Im seeing it the community tab and it says its online but fails to connect. This is with crossplay disabled and -public 1
I am running a dedicated server on Truenas. I used the lloesche image to make a custom app. The problem is the world gets reset on every restart which has become a growing issue seeing that the game is somehow eating up way more ram than it is allowed. On the Truenas discord they recommended making my own .yaml file to deploy based on the lloesche image. I have a feeling that I'm doing something wrong in the docker setup and maybe someone in this discord could help.
You have a dedicated server running on your home LAN or remotely hosted by a game host company?
If the server is on your LAN, you'll need to forward it's two server ports in your home router to the server's internal IP address using IPv4 and the UPD protocol.
And, if you're trying to connect to the server from the same LAN, you may need to use the server's internal IP address.
hosted at home LAN separate computer
thank you for this, maybe I did not port forward correctly.
which two server ports do I need?
They would be the one specified in the server's start up .bat or .sh file plus the one that's one number higher. The default ports are 2456 and 2457.
thank you
Well, two things you need to check. The RAM available to the server may or may not be enough. How much RAM is the server allowed to use? You should roughtly figure on allowing about 6GB RAM minimum for the server.
Also, it sounds like the server isn't properly saving the world save files from inside the container to the same place where it's expecting to find them at start up. The problem could be with the volume definitions in the server container or with the server's permissions to read/write to the world saves location.
But... Why? It's looking for the world files in a location that just doesn't exist. It is performing world backups to somewhere and i can't figure out where it's going.
The read.me file for the loesch container on it's github site should tell you where the default container is trying to find and store the world files.
That default place may not be available when you install it on TrueNAS. I don't know. You'll ahve to figure that out from looking around your TrueNAS system and it's storage.
That's pretty much the issue. the default location is not accessible. I tried defining a storage volume but that volume remains empty.
I guess maybe make sure the User that runs the container has read/write permission to the world saves folder. I have no idea how that would work on a TrueNAS system.
You could search in here for anyone who ever posted about TrueNAS before and try and msg them for assistance. I know that's a long shot but I'm out of ideas for you.
Question, regarding making your server public.
Do you just need to add " -public " to the launch Bat? Any specific placement? Or is just at the end fine?